View Full Version : Website Update!
PeteDraper 07-23-2002, 10:49 PM Hey all!
For those interested, and those who aren't (who heckle!), I've finally got round to updating my personal gallery... again.
Comments, freelance offers, death threats, money (okay, perhaps not death threats) more than welcome.
No death threats
please.
Cheers
Pete
Freelance CG Artist
Resident 3ds max Expert, 3D World Magazine
www.xenomorphic.co.uk
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I'm going to kill you...
Oh, wait - sorry! :D
Nice lot of work (and a lot of work indeed), only thing that really stands out in the design as bad (for me) is the large font for the Gallery subsections. Looks a bit nasty.
Out of curiousity - how did you land the 3Dworld 'gig' as it were? Do you live in Bath/work in the offices? Or simply send your stuff in?
While I'm at it - the old man/hair mesh that you provided for the Q&A about hair - the hair looked really nice btw! - was poly-tastic (tm), and a bit random (odd areas of triangulation..etc) - just had me puzzled about how you approached it.
PeteDraper
07-24-2002, 01:44 PM
Cheers for the comments!
Yeah, the gallery text is a little on the large side... it was made kinda prominent as a lot of people replied back saying "I couldnt find 'x' section" when it was right there in front of them!! Maybe a redesign issue when I get chance later on...!
The 3dworld gig was a luck of the draw.. I applied for a different position at future and was contacted by the (then) editor, Garrick, who said he was setting up 3dworld and needed a max expert to write the first 50 tips article. That was my first piece for them and it kinda stuck! I've since contributed to (virtually) every issue, and because of the mag work have been lucky enough to contribute to other publications and have been invited to some very prestigious events! :)
Yep, the hair was slightly ott with respect to the polygon count.. it was pretty much the best way to generate this type of effect without resorting to plugins, which is what the main piece was about. The head model wasn't the best one to demonstrate it on (it was a re-jigged and optimised version of the original - obviously didn't want to submit the original due to copyright) but it worked out well in the end! :) To reduce the spikey polys, all you had to do was to up the number of iterations in the base scatter geosphere, but this would whack up the render times, so wan't all that feasible...
cheers
pete
Freelance CG Artist
Resident 3ds max Expert, 3D World Magazine
www.xenomorphic.co.uk
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