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Model for Cargo Hold screen play. Built in Lightwave back in 2007. Uses normal maps, specular maps and color maps. Low polygon count. Built with games in mind.
Built in Lightwave back in 2007. Higher polygon count. Used Autodesk Mudbox for detailing.
Normal mapped objects in upper left. Heads done in Lightwave and Mudbox.
Patriarch alien. Concept development from Iron Star novel. Built in Lightwave and detailed in Mudbox. High poly model on top low poly model in middle. High poly at bottom. Built with high poly to low poly games in mind.
All use normal maps, specular maps and color maps.
RUNTS tactical droid. Concept from Iron Star novel.  Built in Lightwave. Low poly count. Uses Bump maps, specular maps, and color maps.  Flames done with Lightwave hyper voxels.
Sculpture done with stoneware clay. Painted with acrylic.
Sculpture done with stoneware clay. Painted with acrylic. Patriarch alien. Concept from Iron Star novel.
Sculpture done with stoneware clay.  Major Hades. Character from Iron Star novel. Blew up in kiln.
Screen shots from cg and effects test for Cargo Hold screen play. Model done in Lightwave. Effects with Adobe After Effects.
Model of Mech Walker. Concept for Cargo Hold screen play. Model done in Lightwave.
Land Patroller concept model for Cargo Hold screen play.
Sabre battle mech. Built in Lightwave.