Latest skin I did for League of Legends, Nami Koi! Model and textures by myself, effects and presentation by Riot Games.
December 12, 2012
October 22, 2012
September 15, 2012
June 29, 2011

A lot of people ask me which skins/characters I've worked on for League of Legends, and I can never remember the names. Well, here's a visual close-up of the released skins I've worked on.
Would like to point out that all models are unlit with "Flat" lighting. All lighting is painted into the Diffuse texture.
3d interactive Model Viewer:
June 24, 2011
the river
April 8, 2011
December 11, 2010
"And your eyes shine, just like mine.."
September 26, 2010
March 23, 2010
Jetpack almost done
This is the Jet-pack and Shoulder-pads to 90% completion. The Jet-pack came out to be 3690 tris, and occupies about 35% of a 1024x1024 normal and AO map. It's considerably higher poly than I intended, but this will be the closest model in the player's vision, something they'll be looking at a lot! So it's gotta look good right? So I took a hit on the boots.This was the concept I was given for modeling the jetpack. Some adjustments had to be made to fit the shape of the character.
The excess polygons nearing the middle of the model were to avoid smoothing issues with the normal map baking. I should have used smoothing groups to fix this problem, but I'm in the habbit of adding extra geometry at work, because the Unreal Engine prefers extra geometry over smoothing groups any day!

Here's the texture map it sits on. It's shared with the boots, shoulder-pads, and radar upgrades. I left some room for a further upgrade I need to do, if I'm able to get to it. I'd really like to texture the diffuse and dirty it up a little, but time will be tight. I need to move on to a new enemy in the game.
March 21, 2010
Jetpackin
December 2, 2009
Bob's Pizzeria

Was organizing my schoolwork and bumped into this one. This was a scene I did last year for an intro to Maya assignment. I remember wanting to make it a Pizza-bar for Air Pirates. Not sure that entirely came through but it was a lot of fun.
We were asked to take this room and turn it into something with a theme. I kept the stairs and entry way, and added a window peaking into the restaurant.
The rest of the room was populated with several tables and lamps as if it were an outside eating area.
In the end we were asked to create proxies out of all the low polys, and convert them into detailed high poly models. Then we were supposed to bake them into normal maps. It was a little confusing because this was our first experience in Maya, and normal mapping at the same time. I think in the end I only did normal maps on the chairs and tables. The bump on the walls was created with Nvidia Tools in Photoshop.
November 22, 2009
Unreal 3 Engine - Trees
I was messing around in the Unreal Development Kit today, and I noticed it comes packaged with a program called Speed Tree. I was curious to see how this works because lately in our game, we've been having a tough time figuring out how to model lowpoly trees. Well it looks like Epic billboards their leaves, and uses 8-bit alpha channels to blend the leaves together.
November 3, 2009
Skitzo Dancer
This is a simple animation I did for Justice's Remix of Skitzo Dancer. It was my first animation in After Effects and now I have all sorts of ideas for crazy music video ideas. I've received some nice compliments on this one but I gotta say, it only looks decent because of the motion blur, and my knack for timing due to all those hours spent playing japanese Music/Rhythm games XD
HMS Terror Project

This is a painting I did for concept art class. I spent about 2 hours on thumbnails, 2 hours on research, 6 hours on a failed attempt to model several ships and paint over the turn arounds, about 10 hours for 3 colored compositions.
The project lasted 5 weeks and the total time spent on the above image was about 15 hours. The final image was based on two classes of feedback, and the engine was a photo that I modified and paint-over to save time (something we were encouraged to do).

Above are just a couple images of the process. I end up going with the purple color scheme, but changed the composition to highlight the details of the ship.
November 1, 2009
Modeling Process
So after several creature models, I think I've finally came up with a sound pipeline for getting them done quickly. I'm posting this here because I think a lot of student character modelers who may (or may not) be reading this, have no idea about the alternatives to polygon modeling, and albeit, I think it's a much quicker one.
Here's my process:
1. 3ds Max - Block the model in using simple box extrusions
- It can look like crap here. Just make sure that it's entirely quads
- Note: A better way to do this is using Zbrush's Zspheres. But since I'm working in Mudbox, I believe this to be the best way
2. Mudbox - Import and subdivide the model for high-detail sculpting
- Sculpt to 90% completion
- Avoid texture detailing so you can start working on the lowpoly (for the animator)
*3. Topogun - Create a low poly mesh on top of the high-detail sculpt
- Consider your poly-count
- Use this opportunity to focus on clean edgeloops
- Topogun does all the modeling work for you :) Just focus on the topology
- Before exporting to Max, make sure the silhouette reads
4. 3ds Max - Unwrap and Rig
- Create a quick simple rig to test your edgeloops
- Hand this file to the rigger or animator
5. 3ds Max - Bake Normals and Ambient Occlusion maps
6. Photoshop - Use maps to aid your texturing
This stage can go sort of two ways. You can either go back to your mudbox file and sculpt
----------------------------------------------------
Here's my process:
1. 3ds Max - Block the model in using simple box extrusions
- It can look like crap here. Just make sure that it's entirely quads
- Note: A better way to do this is using Zbrush's Zspheres. But since I'm working in Mudbox, I believe this to be the best way
2. Mudbox - Import and subdivide the model for high-detail sculpting
- Sculpt to 90% completion
- Avoid texture detailing so you can start working on the lowpoly (for the animator)
*3. Topogun - Create a low poly mesh on top of the high-detail sculpt
- Consider your poly-count
- Use this opportunity to focus on clean edgeloops
- Topogun does all the modeling work for you :) Just focus on the topology
- Before exporting to Max, make sure the silhouette reads
4. 3ds Max - Unwrap and Rig
- Create a quick simple rig to test your edgeloops
- Hand this file to the rigger or animator
5. 3ds Max - Bake Normals and Ambient Occlusion maps
6. Photoshop - Use maps to aid your texturing
This stage can go sort of two ways. You can either go back to your mudbox file and sculpt
----------------------------------------------------
Pros: Intuitive. Removes the constraint of working within a polycount, and allows the artist to focus on sculpting rather than topology.
Cons: Animator does not have a test rig/model to work with until the Hi-Poly sculpt is 90% complete.
Links to the tools I use:
*Topogun - http://www.topogun.com
Xoliul Viewport Shader - http://www.laurenscorijn.com/viewportshader
Cons: Animator does not have a test rig/model to work with until the Hi-Poly sculpt is 90% complete.
Links to the tools I use:
*Topogun - http://www.topogun.com
Xoliul Viewport Shader - http://www.laurenscorijn.com/viewportshader
October 1, 2009

Study of Kjartan from Sigur Ros. 15 min. Going to try and start a trend of speed painting every day, because I'm SUPER slow. I'm starting to use my swatch color wheel more like an actual color palette. So more blending and less hunting for colors. This went surprisingly faster than normal. Also I just realized I didn't draw a single line. . why can't i draw anymore V_V
September 14, 2009
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