Been a member of moddb.com since v1. Self and professionally taught games designer/digital artist. Currently working as an Environment Artist at Jagex on Transformers Universe. Recently graduated from university with a First Class Honours degree in Computer Games Design, also having over 12 years experience working on successful game modifications and small independent projects. A strong and versatile games modeller being expert in both Max and Maya for a variety of target game platforms and a keen focus on hard-surface modelling.

Comment History  (0 - 30 of 517)
M@ty
M@ty Sep 24 2012, 6:47am says:

@Mr.Sugar - do check your inbox and forward on to anyone relevant. I'm interested.

Cheers,

+2 votes   mod: Operation: Black Mesa
M@ty
M@ty Nov 20 2011, 12:17pm says:

Just finished my new TF2 submission, in time for the holiday season!
Do have a look!
Steamcommunity.com

:)

+2 votes   group: 3D Artists Group
M@ty
M@ty Sep 27 2011, 6:48am says:

Awesome update guyshhz!

Wish I had more time to help you guys out again :(, bit too busy at work currently on Transformers, and with married life!!

Fabster, get in touch, man :).

+1 vote   article: Renegade X - Beyond Black Dawn
M@ty
M@ty Oct 2 2010, 4:25am replied:

Blame me for aircraft - I'm doing some of them :).

Soon! They're coming :)

+1 vote   mod: Renegade X (UT3)
M@ty
M@ty Oct 1 2010, 7:46am replied:

It will - my landlord got Sky + HD and multiroom installed - only they didn't tell me and they didn't know to get more ASDL filters - so my net has been down ALL week. Going to have to buy some this weekend. :(

On lunch at work atm :).

+2 votes   group: 3D Artists Group
M@ty
M@ty Oct 1 2010, 7:44am replied:

Steadily :).

'Soon'!

+1 vote   mod: Renegade X (UT3)
M@ty
M@ty Oct 1 2010, 7:38am replied:

Get it today, get some practice in!

Get to work on some new modellings stuff this weekend for the UDK release, woop! :)

+3 votes   article: Renegade X - 0.55 BETA Release for UT3!
M@ty
M@ty Sep 30 2010, 9:21am says:

Good start!

The geometry distribution isn't quite even in places - the cylindrical objects on the back have several segments to them that you can remove - the saved polygons could be put elsewhere like on the tracks.

When making a new cylinder, adjust the Height Segments to 0 in the modifier panel.

+1 vote   media: Jagdpanzer 4
M@ty
M@ty Sep 30 2010, 9:10am says:

Its looking good! Lots of detail already :).

Next steps I'd suggest would be to look at how the scpe attached to the picatinny rail, the scope should be mounted on both sides of the rail, not down its centre.

I'd also adjust the hinges on the eyepiece covers, they're floating currently :).

Keep us posted!

+1 vote   media: M21 scope
M@ty
M@ty Sep 30 2010, 9:05am says:

Newsletter has been postponed to a bi-monthly September & October Edition I shall put together this weekend. It'll be twice as awesome, twice as art-filled and action-packed!

+2 votes   group: 3D Artists Group
M@ty
M@ty Sep 14 2010, 12:41pm says:

Great work! I'd love to see this textured, as with the right diffuse map and a really effective specular map this could look pretty epic :).

+2 votes   media: Lead Pipe
M@ty
M@ty Sep 14 2010, 6:58am replied:

Wah-hoo! Got mah beta invites :).

Thanks!

+1 vote   group: Desura
M@ty
M@ty Sep 13 2010, 12:18pm replied:

Use google - you only really need one or two side photos to get scale, the rest should be photos from any and every angle you can get :).

Some examples:
Onpointsupply.com
Famous-guns.com

+1 vote   media: Glock 17
M@ty
M@ty Sep 13 2010, 4:39am says:

Have the new beta invites gone out yet? Still anxiously waiting for mine!

+2 votes   group: Desura
M@ty
M@ty Sep 10 2010, 11:21am says:

Its looking good - I'd google some more refence pictures though because the ejection port is a litle more detailed and asymmetrical.

I, as a rule of thumb, never start modelling something without over 50 reference photographs and researching what I'm modelling - better product in the end :).

+1 vote   media: Glock 17
M@ty
M@ty Sep 10 2010, 11:17am replied:

(I'm doing this from memory so might not be exact menu options, so use your intuition)
Press F10
General tab (the default one when the box opens)
It should list options for Frames - Single, Range, All etc. Select the range of frames you want to output

Scroll down to 'Output' and find a place to save your video, save it as something like .AVI, .MOV or .WMV (if you export to JPGs, you will have to compile them into a video somewhere else). Change the Settings to what you want for that file.

Hit Render :).

+2 votes   group: 3D Artists Group
M@ty
M@ty Sep 7 2010, 4:48am replied:

Aye - newsletter should be coming this week or next - little busy at the moment (buying a new car and working a 40/hr week plus other committments).

Will be sure to cover some good tips :)

+1 vote   group: 3D Artists Group
M@ty
M@ty Sep 1 2010, 5:24pm replied:

Baking, whether with ngons, tris or quads doesn't change the output. The problems you had were likely smoothing group issues or duplicate faces or verts, or even normals issues.

I've been modelling for over 10 years - I've worked on all sorts of products from achitectural visualisation, through to low-poly and high-poly game art. So please take my advice, and Cryrid's too.


If you look at any low-poly game models, in particular, hard surface models, you will find triangles. Quads and edge loops only need to be maintained under two circumstances: subdividing and deformation (animation). If you can keep your assets as low on triangle count as possible, it will look favourably on you. Post this work on -any- 3D forums and you'll get similar feedback :).

7 tris may not appear to be a lot - but I could easily knock your model down by at least 200 tris without loss of detail. 200 is a lot.

Here's an exmaple of how I mean:
There's 100 triangle difference in that alone :).

Matts.omgmonkeylol.com

+2 votes   media: Thompson
M@ty
M@ty Aug 31 2010, 9:28am replied:

Actually, he's right. :) and triangles are fine!

In low polygon models where you're not subdividing and wont deform under animation, you don't strictly need edge loops in there. You can remove the centre seam along the top, and most of the ones on the sides of the metal top section.

I'm at work at the moment, and busy tonight, but if you're not sure how I mean I can put an example up tomorrow :).

+2 votes   media: Thompson
M@ty
M@ty Aug 25 2010, 2:08am replied:

A "max" is relative :). 2,200 more polys, but provided performance is saved elsewhere in the scene (be it one less character), all should be fine!

Great work!

+2 votes   media: British Lynx Marine Helicopter
M@ty
M@ty Aug 23 2010, 12:41pm replied:

@Wird

Not true. Lighting and Rendering are their own disciplines within the industry - modelling is not a requirement - and his lighting is pretty good so far :).

+1 vote   media: Playing around
M@ty
M@ty Aug 9 2010, 5:57pm replied:

For the win :)!

+3 votes   article: August 2010 3D Artists' Newletter!
M@ty
M@ty Aug 7 2010, 10:27am says:

Interview is up! Go take a read and a look! (Not authed yet, so might not appear right-away).

Have to get on with the weekend now - newsletter should be up tomorrow evening :).

+1 vote   group: 3D Artists Group
M@ty
M@ty Aug 6 2010, 3:06am replied:

If the engine supports normal mapping (and most do), you can do away with the grip texture on the pistol grip :).

What engine is it for?

+1 vote   media: USP45
M@ty
M@ty Aug 5 2010, 2:22pm says:

Its good - you might want to look at the back of the slide though, should look more like this one:
Img.redwolfairsoft.com
Also: Farm3.static.flickr.com
(different model on second pic, but you get the idea)

Front:
Casg.pl

+1 vote   media: USP45
M@ty
M@ty Aug 5 2010, 2:59am replied:

He's one of France's best new talents - we'll be interviewing him for Staurday's newsletter! :)

He is rather good, isn't he?

+1 vote   group: 3D Artists Group
M@ty
M@ty Aug 4 2010, 3:31pm replied:

Yep! He used to work on mods some years back - and he's got a job offer at Dreamwork's he'll be starting soon.

He's proof that modding is a great place to start!

+3 votes   media: MickaĆ«l Riciotti - 2009 Demo Reel
M@ty
M@ty Aug 4 2010, 1:49pm replied:

That's fair enough! :) Don't be afriad to differ from concepts if the end product will be better!

+1 vote   media: UDS Concept
M@ty
M@ty Aug 4 2010, 7:08am says:

Good concept and lots of detail - fantastic work!

As always, will endeavour to give some positive critique! :-

The picatinny rail up top - looks good, but the EO Tech sight should match the rail like a male/female connection, rather than mounted with dedicated mounts. This reference picture should help:
Gunshopfinder.com

EOTech should also be larger, or you may want to swap it for a Doctor Red Dot Sight, which is better for pistols:
Huntercustoms.com

I also checked out the alternative render on your profile, maybe add some detail to the back-end of the slide so its not plain, here's an example:
Guns4u.info

Maybe widen the magazine a tad too - other than that, looking fantastic, keep up the work!

+2 votes   media: UDS Concept
M@ty
M@ty Aug 4 2010, 3:04am says:

Just a head's-up to everyone: I plan to bring back the monthly newsletter - for good this time! It will be posted up on Saturday and will include the best art through July posted up on here - next month's will include August's best so start getting your models, scenes and textures completed in-time!

Pleaso also PM me if there's any 3D art-related news from elsewhere you feel deserves a mention and we'll try and squeeze is into the newsletter.

Have fun!

+3 votes   group: 3D Artists Group
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