Saturday, 20 June 2009


Most of the shots involving the train need smoke, this is rendered out of maya and duplicated and multiplied over itself by harvey in after effects to get the thickness and colour deoth required.

Samuel King website now up.

Animation, Concept art, modelling, games design.

One of the models used on the below shot 41.

Mine shots as seen in the film

The mines as seen in the film, Two different environments, post production by Sam Harvey.

Mines working

Viewport shots of the below scene.


A couple of mine renders. Open gl renders coming in a mo.

The texture referenced below

As its a bit of a focal point im including the texture used below.

BIG envi more screens

ABOVE^ some of the populous beiing textured.

Below_ A couple of final renders that show off how the scene looked.

Big Environment

Texturing in the massive first environment, this scene includes a few of my props but the majority was created by the rest of the team so it needed a bit of mofication before texturing, as usual only the best bits are included here ^_^

Rendered carriage interior shots

Carriage Interior Texturing

These are a couple of select textures from the carriage interior, originally i had a choice between wall colours but decided to continue the red theme.

Friday, 22 May 2009

background images

These are the background images that i painted for use in a variety of scenes.

Tuesday, 17 March 2009

>update. Im just sorting out a composite shot, painted a background and want to comp it in but ive got to sort out the luminance depth so i can apply DOP in post, its being a pain, but once this is sorted well be able to sort out how every shot goes together-how long rendertimes are-how to Post process our shots - and considerations when it comes to texturing. should be done by this afternoon then its straight onto sheriff. Pictures coming soon.

Wednesday, 4 March 2009

Wednesday, 25 February 2009

FINISHED!, well the Main steam engine anyway, the coaches and coal cart are up next.

The above is again comped, link below for pure RGB

Tuesday, 24 February 2009

Quick generic lighting bandit render. fully textured.

Monday, 16 February 2009

just finished the feet and trousers.

Sunday, 15 February 2009

HAppy with the beard. Pretty similar to how we imagined the beard id gues, cartoony. A bit like the clone wars beards just with less "RUGGED LIGHTSABER ACTION"

Friday, 13 February 2009

OK so im trying to get this beard looking good. it seems using a crappy shader isnt going to do the job, well it might. but i still need options and not to exclude anything.

Well we used to be noobs at maya fur, but after extensive reading. Its actualy icredibly easy and intuitive now, im experiencing little to no slowdown and some of the results are great, cartoony but not completely flat. Its a hard task trying to keep appeal while doing beards, but its only an experiment.

In this shot the beard was even rendered simultaniously! no need to even render twice, although i will lol.

Ahh i remember the days when fur didnt even work in mental ray. now i wanna make a squirell!

Sams magical skin shader is based upon light direction, different light = a different shade. Alllmost like faking SS, but not lol. followed a nice tut on how to do it succesfully, its not hard.. its just not something you think of doing usualy.

its all still under construction. so no comment about his fudged beard.

erm can i get a new hat lol. this hat is a little erm, broken! just send me the original unproxied hat and il do it, or if sum1 can send me a better hat that would be epic.

FOund ANOTHER error, i need a fresh model for His top half too it seems. Its so wierd he is all doubled up like hes been duped and then merged offcentre, actualy i have no idea how this could happen, but somewhere hes got mauled. Ill be seing you guys tommorow so well sort it then.

Tuesday, 10 February 2009

The first stage in building the mine entrance, now it needs the inclusion of props and etc. I will also increase the amount of rocks, adjusting and etc. the mine forms part of a cliffside, which will be half painted and half this model. tracks are there just as a placeholder fo rthe timebeing.


Further Work: Texturing.

ok so here we have the sheriff in RGB AO and combined. Hes a little dark at the moment as i sort out lighting. and his teeth are actualy textured just not in this render as ive just realised. I need some opinions on the string around his neck (no idea what it should look like *_*), not sure what the string is techinically called >_<. other than that hes done, finito. the skin shader has been tested and works wonderfully in all light conditions. he looks so soft you could squuuueze him. but i wouldnt, becuase hes all covered in beard, and thats not my thing.