I attended 3December, was great fun and the speakers were very interesting, I learned alot - I'll update more thoroughly tomorrow.
I've been busy with college work , so things may slow down around here but I'm still posting and improving so stay tuned for more updates in the future.
Heres a new WIP,
Thursday, 4 December 2008
3December
Posted by Samuel Griffiths at 14:38 0 comments
Saturday, 15 November 2008
I'm Tyred
I just woke up and created a quick texture for the weekly comp at game-artist.net
I'll be back later today or tomorrow with more textures, and smart titles!
Posted by Samuel Griffiths at 05:45 0 comments
Friday, 14 November 2008
Daily Prop!
Todays daily prop is trash.
No really, it is.
A prop a day keeps crap skills away!
1024x1024 diffuse, spec , normal
Posted by Samuel Griffiths at 14:00 0 comments
Thursday, 13 November 2008
Zombie Mod
I managed to get some time between assignments so I helped the guys over at http://www.za.disruptstudio.com with a prop. I enjoyed doing it and this time created the specular map myself in photoshop.
Posted by Samuel Griffiths at 13:25 0 comments
Wednesday, 12 November 2008
Sunday, 2 November 2008
Inspiration
I've decided to grind out and improve my texturing skills on props and environment objects.
Heres my first, an oil barrel.
100 quads
I learned how to create specular map, and normal map.
Normal map was generated from the diffuse, not a high poly object.
I used crazybump to generate the spec, I should have done it manually in photo shop however, so I'll try that next time.
High Poly 3k quads
Posted by Samuel Griffiths at 06:27 0 comments
Thursday, 16 October 2008
Wednesday, 15 October 2008
Absense
Well I've been working on college assignments the past few weeks, It's pretty hard, but also fun. One of my assignments is to create an animation which includes me creating different character concepts, a script, a story, and a storyboard, It helps me improve my photo shop and drawing skills. The great thing is that my tutor actually knows what he's talking about, hes also an aspiring artist with massive Maya knowledge, It's really inspiring to talk to him and for him to understand what I'm talking about, It feels like we speak artist to artist rather than student to tutor.
I haven't updated in a while as I haven't done much new work, but I'll scan in some sketches and character concepts later tonight.
So until next time.
Posted by Samuel Griffiths at 09:32 1 comments
Monday, 6 October 2008
Update
I've been very busy with college lately and haven't managed to do any 3d work.
I'm working on a character concept for one of my assignments and here it is as a mini-update.. I'll get around to updating later in the week but time is tight now.
It's a work in progress , click for full resolution.
Posted by Samuel Griffiths at 13:10 1 comments
Sunday, 28 September 2008
Ingame Models!
Hello,
Here is a shot of a recent model I made - In the Source Mod 'Zombie Apocalypse : Psychosis rising". http://www.za.disruptstudio.com
One has HDR and one is LDR which explains the difference in the lighting.
Enjoy!

Posted by Samuel Griffiths at 14:02 0 comments
Wednesday, 24 September 2008
Props, Enviroment and Drawing.
I haven't posted in like a week and I've kicked myself for it - I've been 'quite' I'll with manflu, the dreaded virus infection that only effects men and can kill within 2 days.
I've been asked to create a white board with texture variations for a school level I am currently working on, heres the WIP
Over the past two days I've been into drawing and I've been creating a character concept for college, now usually I am really bollocks at drawing but I've surprised myself and even though It's not 'Fantastic' I think It's quite good for me ^^.
Hopefully I won't die from this flu and will post again soon, so best of luck to you all!
Heres a sketch I did for a character concept In class today
Posted by Samuel Griffiths at 11:08 0 comments
Sunday, 14 September 2008
Texturing.. and driving!
I finished the Road Barrel and Reflector texture today - There was a seam on the reflector but I spoke with Spike (Mod leader) and he said it wasn't really visible so It didn't matter.
Heres the barrel and reflector, as mentioned before 1024x1024 and 256x256

and the final product

and the reference image provided :![]()
Not a bad result !
Driving
On another note - I've driven my car for the first time today , I really enjoy it and I've done like 15 miles already :D , Theres lots of legroom which is great for me at 6"4.
Posted by Samuel Griffiths at 10:51 1 comments
Thursday, 11 September 2008
College Induction
I had two days of college induction today - There is emphasis on drawing and life drawing and we were told that having life drawing on my portfolio will really help with my chances of breaking into the games industry.
My tutor - Sultan Efe (http://www.madpolygons.com) really seems to know his stuff about 3D which raises my hopes that I'll learn a-lot about Maya on this course.
I am going to get back to work now as I have been slacking off past few days because of college.
Until next time!
Posted by Samuel Griffiths at 07:20 0 comments
Sunday, 7 September 2008
Template Change
Thought this place could do with a face lift so I changed the template for the better - A-lot cleaner looking and more relaxing!
Posted by Samuel Griffiths at 10:11 0 comments
More modelling!
Creating more assets for Zombie Apocalypse (http://www.za.disruptstudio.com) I've been tasked with creating a road barrel, two variations are to be created - Multiple texture variations are up to me. Base model is 550~ tri's
One variation with a reflector on the top - One without.
I'll use 256x256 for the reflector and 1024x1024 for the base of the model.
Two separate UVW's is something I haven't done before but I am confident I can overcome the problem by learning how to do it :)
Until next time!
Posted by Samuel Griffiths at 08:35 0 comments
Saturday, 6 September 2008
Update
So here is what I am currently working on - Over the past few days I haven't had much time to work so It's been moving pretty slow. I've been texturing the cash register for Zombie Apocalypse.
Here is a quick update:
The next update will be tomorrow , this will be complete by then and I can start work on something new!
Oh and also - The barrier model and texture variations are working in the game so perhaps I could grab a screen shot and show it in-game.
Until tomorrow!
Posted by Samuel Griffiths at 03:21 0 comments
Thursday, 4 September 2008
Progress
It's been quiet over the last few days - I went for my college induction on the 2nd which turned out to be pretty cool, I met some nice people and saw some friends again. I've been working on props for zombie apocalypse - Currently a cash register of which I'll post a screen shot later.
I passed my driving test yesterday of which I am pretty proud as It opens up traveling opportunities to get a part time job.
Anyway I am just checking in to tell you I am still alive and I'll update with some work soon!
Posted by Samuel Griffiths at 00:51 0 comments
Sunday, 31 August 2008
Zombie Apocalypse : Psychosis Rising
I've joined a CSS modding team currently creating a total conversion mod for Counterstrike Source.
My job is Modeling/Texturing props that will go within the game. I am excited about this as it's going to help with my portfolio as well as get me some nice experience.
Heres a quick overview of the game which can be found on their site as well
http://www.za.disruptstudio.com
"The Plans of the Zombie Apocalypse: Psychosis Rising team are to create a realistic world, consumed by a government chemical that has escaped. The chemical agent Toxin 139, that government kept secret for so long has found itself out of the labs and out on the streets. The Chemical stays dormant inside of ones body until death, then wakes up and brings the body back to life with little or no memory. These revived bodies have no soul, no remorse, and absolutely no thought of right from wrong. They exist for one purpose; to destroy mankind by devouring them. Zombie Apocalypse: Psychosis Rising is set eleven months after the initial outbreak of the chemical Toxin 139. Few survivors are left in the world. You and others must band together and make your way out in search of a place to call home. With few weapons and no food, you are on a journey to search for supplies to help your survival. You hear that there are military units still alive, roaming around searching for survivors. The game will contain large maps which are connected to each other to make one long run. Zombie Apocalypse : Psychosis Rising will contain over 20 different types of weapons ranging from everyday items to military weapons. We dont want to spoil all the plans, we'd rather keep it a surprise, but if you stay active with us, on forums or stay in chat on the steam community group, we might decide to release some new previews for all of our fans."
My first assignment was to model a road barrier, I was told that it shouldn't be higher than 2k polys, and that it should be textured as-if it had been affected by wear and tear, I took this into consideration and added a little destruction to my model.
Heres what I came up with:
You can click the image to enlarge it.
Posted by Samuel Griffiths at 05:58 2 comments
Friday, 29 August 2008
Thursday, 28 August 2008
Speed modelling competition
I've entered a competition on http://www.game-artist.net to speed model a low poly helper robot.
Heres my entry:
My idea is a bomb disposal robot for the police. Modeling took 25 minutes and I used up my poly count pretty fast.
In some ways I feel unsatisfied that I can't add lots of detail to this, but as I learn about texturing I understand that low poly objects can still look great if you paint great textures.
Posted by Samuel Griffiths at 01:36 0 comments
Sunday, 24 August 2008
Fire Axe ! - Zombies!
Today I've got an early start to keep up for my lack of work yesterday.
I've created a fire axe and UVW mapped it, I'll be texturing it with a zombie theme - so some blood may be expected ;)
I hope to create 2-3 and texture different melee weapons over the course of today and tomorrow.
Modelling took 10 Minutes.
UVW Map took 11 Minutes. 1024x1024
Texture
Render
Bump
Texture took around 1 hour.
Posted by Samuel Griffiths at 00:32 0 comments
Saturday, 23 August 2008
No work today!
I didn't complete any more models or texture work today sadly.
I've decided to put texturing the Glock on hold, I don't believe I am capable of doing it right now and I would prefer texturing easier things , rather than making no progress on a hard object - I think it's easier for me to learn this way.
This means of course I'll be working twice as hard tomorrow as I model and texture something else.
Posted by Samuel Griffiths at 12:25 0 comments
Friday, 22 August 2008
Glock 18 - Textures
So I've got my model and my UVW's done, now comes the texturing process - I am still an amateur at this so I suspect it will take me about 2-3 hours to texture the whole thing.
I'll update the blog in approx 4 hours with the finished texture, how I did it, what I have learned, and a few renders.
I am hoping to do the Top of the gun Shiny silver and the rest gun metal black.
See you soon!
Update :
I started laying down the base layers and blocking out large detail of the Glock.

Due to File loss I have had to restart this texture, Updates coming soon.
Update :
I am starting to learn about adding depth during texturing! This is exciting.
Posted by Samuel Griffiths at 01:55 0 comments
Thursday, 21 August 2008
Glock 18 - Model and UVW
Today I completed the model for a Glock 18 of which I hope to fully texture within 2 days. My polygon budget was 500 as this was meant for the Source engine (Valve) and the gun came to 450ish.
Things I got done today:
Model
UVW Unwrap
To-do:
Texture/Normal/Specular
Heres two renders.

the UVW map:
Posted by Samuel Griffiths at 09:50 2 comments
Wednesday, 20 August 2008
So it begins.
Welcome!
This is the first post in this blog of which I hope will last more than 2 years - So I can cover my progress throughout my next course ( BTEC National Diploma ), So I can see how I've improved and obtain valuable feedback from other artists and college friends.
Each day or every few days I'll post a new model or texture I've been working on - what I've been up to in my world ETC.
So heres the first one.
I don't know where I got inspiration for this.. Just know that I was bored, Very bored!
You guessed it, of all things - It's a bollard.
Heres the render :
I used a 512x512 for the texture, Photoshop CS3.
Normal/Bump was 512x512.
Posted by Samuel Griffiths at 10:37 4 comments








