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capcom brightcolours

10th of Feb, 2002ce* in: 3D, animation, furifuri, illustration

click to start animation

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dale heads

10th of Jun, 2001ce* in: 3D, illustration

A guy sent me three photos in response to a request I put out on the GTP site for heads back in 2001. I modelled “dale” from these.

I’ve never met this guy, I don’t even know if he uses the internet.

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Gas Powered Machine Gun

10th of May, 2001ce* in: 3D, illustration

A gun I designed for GTP when the project was in the middle of it’s development. The texture was painted by a guy I only know as “RedLemons”.

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Furniture for GTP

5th of May, 2001ce* in: 3D, illustration

Some 38 items designed for GTP. All objects are roughly under 30 polygons. “map items” were used in the quake3 engine so that the map designers could work with a shell then populate it with pre-modelled geometry.

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Items in GTP

10th of Apr, 2001ce* in: 3D, illustration

16 items designed for GTP. All objects are roughly under 100 polygons.

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grunt heads

ce* in: 3D, illustration

these are more heads for GTP. Both used for the “D9″ team in GTP. Not sure of the top ones identity.

The lower head is fellow Tokyo-ite Colin Willamson.

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Soho (quake3)

10th of Feb, 2001ce* in: 3D, illustration

I seem to remember that it took fucking ages to make this map.

I’ve not included that geezer in some of the shots for his own section, mostly because he’s a shite model that I used for a place-holder.

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Quake 3 shader effects

10th of Jan, 2001ce* in: 3D, illustration

Quake3 had a cool system that allowed one to program shader effects of the textures one creates. The above are sucessfull experiments.

It may not seem like much now but at the time it was like Angels had spunked onto the screen. (that clock actually worked and the scaffolding is constructed from only 30 polygons!!!)

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