Below is a frame from another scene from the "untitled" 3D CG project, based in London. This frame is from the sitting room of an apartment is south west London were the main narrative will be played out. Looking out onto the Themes we can see East London on the other side. Although this is still in development, the outline of London has been created and placed within the same scene outside the apartment in relation to where the apartment is situated in the real world.
There is still a lot of work to be done on this scene, but the light sharders i created work well with the scene textures and the post processing give a nice overall feel. The television in the scene will play out the opening credits and lead the viewer into the scene and will be used to open the context of the narrative.
In terms of rendering i am still looking at a 4K render.
Thursday, 8 October 2009
Monday, 5 October 2009
Corel HD Video Production Tutorial (PART 2)
Corel Video Production Tutorial P2
720P HD Video - For YouTube
Adding an Intro Sequence
Adding a Title
Compression for faster upload
http://www.divx.com http://www.corel.com
720P HD Video - For YouTube
Adding an Intro Sequence
Adding a Title
Compression for faster upload
http://www.divx.com http://www.corel.com
Corel HD Video Production Tutorial (PART 1)
Corel Video Production Tutorial P1
720P HD Video -
http://www.divx.com http://www.corel.com
720P HD Video -
- Adding an Intro Sequence
- Adding a Title
- Compression for faster upload
http://www.divx.com http://www.corel.com
Tuesday, 22 September 2009
3D Project Update - Its time to get real people..
terms of lighting and rending not in actual life ...
Below is the first scene completed for my newest project (Untitled) i have fully treated this frame in post composition with glows, color correction, depth of field, levels, light pass, diff pass, shadow pass, spec pass and the list goes on... for the final render it will be a full aperture 1.316:1 35mm (4096x3112) but for this test i rendered it out as 1080p (1920x1080).
I have also included the wire frame render of the same scene. As you can see although the scene is not entirely of complex polygon modeling, the lighting is.. I based the scene on my own bathroom, with some small adjustments. All the textures were photographed by me, using my raw slr setting and creating hdr, spec, bump and diff channels for each bitmap, i also studied the way the light would travel out and attenuate away from the small light and bleed out, but creating the caustic effect.
There will be more updates to follow on this project.
Below is the first scene completed for my newest project (Untitled) i have fully treated this frame in post composition with glows, color correction, depth of field, levels, light pass, diff pass, shadow pass, spec pass and the list goes on... for the final render it will be a full aperture 1.316:1 35mm (4096x3112) but for this test i rendered it out as 1080p (1920x1080).
I have also included the wire frame render of the same scene. As you can see although the scene is not entirely of complex polygon modeling, the lighting is.. I based the scene on my own bathroom, with some small adjustments. All the textures were photographed by me, using my raw slr setting and creating hdr, spec, bump and diff channels for each bitmap, i also studied the way the light would travel out and attenuate away from the small light and bleed out, but creating the caustic effect.
There will be more updates to follow on this project.
Saturday, 19 September 2009
Sunday, 13 September 2009
Digital Media - The Style Diet Title Sequence
Below is the completed title sequence for the fashion channel "The Style Diet". I created this 14 second motion graphical piece with a combination of 3d animation and 2d particle effects.
I also shot a collection of photos in my studio to combine with the title sequence to create the branding for "The Style Diet" identity.
I also shot a collection of photos in my studio to combine with the title sequence to create the branding for "The Style Diet" identity.
Thursday, 27 August 2009
Game Development: 3D Physics Simulation
This short physics simulation sample is from a project that I am working on as a freelance 3d games designer.
Using a physics engine, this is simulating the effect of a full pack of cards being dropped onto the playing area (blackjack table). We will be using a real time simulation for the actual game because there are too many variables to pre-calculate.
Surface Area: 3.82 sq m
Volume -0.03* cu m
Center of mass -8.597m, 905.527m, 64.561m
Monday, 24 August 2009
Freelance Game Design Project
This project was going to be a little different to my last as this was to be exported to a real time environment. Using C++ and code blocks i was going to put together a arcade type casino game. We decided at the start to use the open source games engine OGRE. Orge offer an SDK version of the software so you can build you own custom engine. They also offer a plug in for 3ds max which creates an xml, scene export and conversion and material export which suited our project.
Having a limited knowledge of C++ coding i wanted a program that would allow me to work between 3ds max script and the code blocks C++.
Below is a screen shot of 3ds max exported scene opened in the OGRE windows viewer.

A sample of the code that was created for the meshes XML file exported from 3ds max and using in the OGRE engine.
Below is a sample of the C++ code generated for the code block program, as you can see this section is dealing with the event handling of the program.
This is the exporting user interface plugin that the OGRE engine supplies to allow and 3ds max to export meshes for importing to other scripted programs, in our case using with OGRE and code blocks.
When deciding on a compiler, the fact that this system was going to be driven by a Linux based system it was decided that a GNU GCC compiler was going to be used even though OGRE themselves recommenced the use of MV C++ 2005/2008
And finally this is the dds compression NVIDIA software that was used to format the bitmaps to be used in the OGRE engine.
As this project is still a work in progress there will be more posting soon.
Code Blocks Open Source:
http://www.codeblocks.org/
OGRE 3Ds Max plug-in:
http://www.ogre3d.org/wiki/index.php/Main_Page
NVIDIA Texture tool:
http://developer.nvidia.com/object/nv_texture_tools.html
Having a limited knowledge of C++ coding i wanted a program that would allow me to work between 3ds max script and the code blocks C++.
Below is a screen shot of 3ds max exported scene opened in the OGRE windows viewer.

A sample of the code that was created for the meshes XML file exported from 3ds max and using in the OGRE engine.
Below is a sample of the C++ code generated for the code block program, as you can see this section is dealing with the event handling of the program.
This is the exporting user interface plugin that the OGRE engine supplies to allow and 3ds max to export meshes for importing to other scripted programs, in our case using with OGRE and code blocks.
When deciding on a compiler, the fact that this system was going to be driven by a Linux based system it was decided that a GNU GCC compiler was going to be used even though OGRE themselves recommenced the use of MV C++ 2005/2008
And finally this is the dds compression NVIDIA software that was used to format the bitmaps to be used in the OGRE engine.
As this project is still a work in progress there will be more posting soon.Code Blocks Open Source:
http://www.codeblocks.org/
OGRE 3Ds Max plug-in:
http://www.ogre3d.org/wiki/index.php/Main_Page
NVIDIA Texture tool:
http://developer.nvidia.com/object/nv_texture_tools.html
Monday, 17 August 2009
Thursday, 6 August 2009
3D Animation and Digial Film Showreel 2009
This is my updated showreel (AUG09), all the productions are available for viewing on my website. I produced this reel at only 720x405 as some of the renders and film/video outputs were lower than 720p and 1080p so rather than upscale and loose a lot of quality i choose a medium resolution to render.

Monday, 20 July 2009
E4 EStings Production Update
This is the development so far, this project is currently rendering.

There are 800,000 strands of hair, constrained to a 500,000 polygon mesh character, 5 direct lights and indirect illumination with 1500 caustics per light all simulated with gravity and weight distribution therefore I don’t have a visual motion sample as each frame takes 45 minutes to render and the project duration is projected at 250 frames at 25 frames per second.


There are 800,000 strands of hair, constrained to a 500,000 polygon mesh character, 5 direct lights and indirect illumination with 1500 caustics per light all simulated with gravity and weight distribution therefore I don’t have a visual motion sample as each frame takes 45 minutes to render and the project duration is projected at 250 frames at 25 frames per second.

Wednesday, 15 July 2009
3D Transformer Project Update
After creating the car model, it was time to add the bone structure to the model, deconstruct the polygons and add weights to the constrained objects. In order to create the transforming models without using the morphing technique, I had to break apart each polygon element, rename it and attach it to a bone. The main problem with this effect is the weight system and envelopes will obstruct each other and cause bending of the polygons.
To solve this problem I edited each of the bones on their X, Y and Z so that they would fit within there movement path.

To solve this problem I edited each of the bones on their X, Y and Z so that they would fit within there movement path.

Sunday, 12 July 2009
Friday, 10 July 2009
Wednesday, 17 June 2009
3D Animation - Adoption Follow up
This project was started to create a follow up to the “Adoption” short 3d animation I submitted as part of my research for my dissertation. I was going to follow the same style as the pervious animation but I wanted to create a different cognitive stimulation. This scene was as far as I progressed with this concept before I finalized my decision to produce “JolyRolyPoly”

Both these images are part of one frame broken into two parts so it would be displayed better on the blog here.

Both these images are part of one frame broken into two parts so it would be displayed better on the blog here.
Sunday, 7 June 2009
Barry M VIP Event - Video
Below is the video of the event i photographed a few weeks ago, all my images are available below and on facebook. The video rounds up the day and you can see me snaping away.
Wednesday, 3 June 2009
Short Animation DVD Box Design

I got the dvd boxes designed and printed for sending to festivals. The first two boxes are going out today to the THE LONDON INTERNATIONAL ANIMATION FESTIVAL Fingers crossed i get past the submission stage and get my work shown in a festival.

Friday, 29 May 2009
Thursday, 28 May 2009
3D Animation - Lighting rig test
Duration: 4 secs
This is just a test render of a lighting rig animation i am working on.
Wednesday, 27 May 2009
3D Visualisation - Stage Lighting Equipment
3D Commercial Scene
This project was started to create a follow up to the “Adoption” short 3d animation I submitted as part of my research for my dissertation. I was going to follow the same style as the pervious animation but I wanted to create a different cognitive stimulation. This scene was as far as I progressed with this concept before I finalized my decision to produce “JolyRolyPoly”

Both these images are part of one frame broken into two parts so it would be displayed better on the blog here.

Both these images are part of one frame broken into two parts so it would be displayed better on the blog here.
3D Animation - 2D Animatic Concept Storyboard
When it came to the storyboard process, instead of creating a sequence of static drawings I creating a 2d animation in photoshop, showing the angles and flow of the shots I wanted to create, and in doing this style of storyboarding it made the creating of the 3d scenes a lot easier because I knew from the start what objects would be in view and how to construct each scene to fit the needs of the camera therefore I wouldn’t waste anytime creating un-needed objects.
3D Partical Flow & Biped
3D Scifi interior ship scene
Tuesday, 26 May 2009
3D Scifi Fighter - Concept Design
Motion Capture Studio - Bournemouth Uni
This was back in December 08, at Access Mocap, the motion capture studio in Bournemouth Uni (BU). Andy Cousins (Motion Capture Producer) is explaning how the process works and shows an example using some students from Arts Uni College Bournemouth (AUCB)
Part 1
Part 2
Part 1
Part 2
3D Animation - Character Design
Over the last 2 years i have worked on a few 3d projects, some made it to the end and got finished while a few projects never past the concept stages. I still enjoyed creating these characters and bringing them to life in animaion, and hopefully someday i'll get to feature them in a project.
These characters were the very early stages of a short animation i concidered for my Ba Hons EMP, but in the end i went with the JolyRolyPoly short animation.
Character 1.


Character 2.

Character 3.
These characters were the very early stages of a short animation i concidered for my Ba Hons EMP, but in the end i went with the JolyRolyPoly short animation.
Character 1.


Character 2.

Character 3.
Monday, 25 May 2009
3D Venue Build (Stage Light Project)
Barry M VIP Event
Barry M VIP Event photos, London, May 20th 2009

All the images are available on facebook
Click here to view images

All the images are available on facebook
Click here to view images
Stage Visual Project
These are some images of sceens iv been working on as part of a large project. As this project is still live, i wont be giving any of the details away but i just wanted to show my work.
Starting of with some plans

Creating low poly surface and internal lighting system

And finaly the finished model

Light Model Statistics
Polygon Count: 121,627
Vertices Count: 64,682
3D Scene Statistics
Polygon Count: 355,877
Vertices Count: 189,475
1 frame x 1920x1080p Render time
= 664 Seconds (11.4 Minutes)
Intel core 2 CPU T7200 @ 2.00GHz
3.25GB of DDR2 RAM, NVIDIA 7900GS 128MB
Windows XPSP3 32Bit
Starting of with some plans

Creating low poly surface and internal lighting system

And finaly the finished model

Light Model Statistics
Polygon Count: 121,627
Vertices Count: 64,682
3D Scene Statistics
Polygon Count: 355,877
Vertices Count: 189,475
1 frame x 1920x1080p Render time
= 664 Seconds (11.4 Minutes)
Intel core 2 CPU T7200 @ 2.00GHz
3.25GB of DDR2 RAM, NVIDIA 7900GS 128MB
Windows XPSP3 32Bit
Saturday, 23 May 2009
Giving it a go
As seen as everyone else has one, i thought id move awawy from having an about me on my site, to having a blog, it wont be updated that much, but its a place to put my other work that doesnt get onto my main site, for example photo shoots, product 3d creation, 3d projects stills and so on.
Take you Over
Video Description: "Take You Over" was written by Black Daisy and performed in the Temple bar music centre in Dublin, Ireland and is to be featured at the end of the short film "Scratch". Black Daisy are an all female girl rock group from Dublin and will be performing for Ireland at the Eurovision Song Concert 2009.
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