10th of Feb, 2002ce* in: 3D, animation, furifuri, illustration
click to start animation
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.



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”.


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.





























































10th of Apr, 2001ce* in: 3D, illustration
16 items designed for GTP. All objects are roughly under 100 polygons.
































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.


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.














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!!!)





