A few weeks ago I wrote about the potential of WebGL models for visualisation. Here is an example of an apartment in 3D.Read More
WebGL - the ability to embed 3D models straight into webpages without any plugins or fuss is revolutionising technical visualisation. Read more to find out how.Read More
The field of 3D visualisation is obsessed with beauty. Images and animations are crafted to look gorgeous then illuminated by golden light and generally presented as awesome places to be. This project is the antithesis to that pursuit of beauty. Below you will find work by me and others which shows little horrible environments where the emphasis is on revulsion and repulsion...Read More
Today the British Museum lifted the veil of secrecy off a project I've been involved with, namely to recreate a Bronze Age round house inside the Samsung Gear VR headset.Read More
I've been busy. For the last few months I've been teaching at Duncan of Jordanstone College of Art and Design. I've been helping out in the Animation department with the postgraduates while they undertook an industry-led project in conjunction with Axis Animation.Read More
In leading 3D teams for animation, video games and product visualisaton I've come to realise that there are some principles on which a successful CG project stands. These principles ensure that the project - usually a complicated mix of 3D technology, creative vision, demanding clients and last-minute changes - will be undertaken and delivered as smoothly as possible. In this article I'll describe a few of them.Read More
My local train operator - Scot Rail - makes use of one of the most confusing posters I've ever seen. In this article I finally snapped and set about redesigning it...Read More
Infographic time. The METRO is a free daily newspaper for commuters on trains and buses, or "urbanites" (?) as the METRO's marketing department calls them. Every day roughly 1.4 million copies of the METRO make a 12-hour journey from printing press to bin. My friend thinks it's pitched perfectly in the centre of his interests whereas I see it as a collection of sub-edited press releases muted by a mob of shouty adverts. So who is correct? I set out to find the answer.Read More
Today is my last day at Digimania. I've been here for six happy years but decided in October that it was time to move on. Today and yesterday my colleagues and friends did some lovely things for me and I've been deeply moved by the gestures, presents and cards. I twice declined the chance to make a speech of thanks, a move that may have seemed a bit ungrateful. The truth was that I found the whole experience a bit emotional and declined for fear of becoming a sobbing public wreck.
I've pulled myself together now and would like to say this:
Working at Digimania was the best job I've ever had. This was because the people - my colleagues past and present - are fantastic. They are a world-class collection of genuinely interesting, big-hearted and brilliant individuals. There is talent, brains, warmth and humility in every corner.
Thank you for my send-off. Sorry that you had to hear "Ice Ice Baby" last night.
Good luck to everyone at Digimania and thank you, Jeremy and Remy.
List of shared random good times
- Auntie Colin
- Competing in European Master Series of table football
- Go Ape
- Aw' the king's men
- Yellow kettle
- Stuttgart ska night
- The 5-minute oedema
- Magenta football strip
- Outing a British Government spy
- "Gun to your head"
- "Would you rather..?"
- Hardly David's son
- Various CMCs
- Office dogs
- JT wind ups (I put the spoon in your tie, by the way)
- Bar 10
A few weeks ago I wrote of my Art Director role on an animated short. The video and accompanying case study has been published by Digimania so here, in full, is Plant Food.
The animation was created in RenderDigimania - the Unreal Engine-based rendering software I'd devised a while ago. Plant Food's primary purpose was to generate test data and feedback for the software. Creating a nice little animation seemed like a fun way to go about that.
A "Making of" case study, prepared by Digimania, can be found here.
Recently Digimania went to Siggraph Asia. I cut together a showreel from all the bits and pieces of game engine rendering that we'd done. All works are © Digimania Ltd. The music came from Pond5 and the edit was completed in Adobe Premiere.
A while ago I wrote a poem about a serial killer. I'm turning it into an animation and this guy is probably going to be the villain in question. The animation will have a 1970s aesthetic, and be high-contrast, low-poly.
I love low-polygon geometry. I love how it looks and I also love how easy it makes the animation process. Fewer polygons leads to quicker modelling, faster playblasts, easier skinning and painless rendering.