Hi! Thanks for stopping by! I'm a graphic artist in Twin Cities in MN. On some of my own time I work on some websites, play some Xbox Live and if I'm lucky get in some rendering time.
BIO
I'm a big fan of good story-telling and character development. I'm a big fan of good art and design. I'm a big fan of color and how it relates to other colors and especially humans too. I didn't go to school til later and certainly not with a career in mind. I actually went to learn some program called "photoshop" so I could color comics. Not professionally or anything, just my own. if I ever did any. Dumb thing is they are still in the works, but in the meantime I have an arsenal of graphic programs available and love using them effectively. An artist should use the media of their time, so here I am. I love carving through this 3D stuff.
Thanks for stopping by!
If you friend me here then friend me on Facebook too: http://www.facebook.com/MarshallCJohnson
My personal/portfolio site is: http://www.studiom27.com/Â (It's still under construction.)
You'll find a bunch of other stuff I've done there. Enjoy!
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Comments (5)
Salmissra
Very interesting character and the shadowing makes it compelling. Very nice!
doarte
Well done, amazing textures. +5 from doarte's MADHOUSE
ecurbsemaj
Nice textures and lighting.
thecytron
Wooooooooooooooooooow! Most Xcellent modeling and skin texturing! Superb render!
RBlue
Bump map cracks don't work well in closeups. Problem with bump maps are around the mesh's edges. A displacement map solves that problem but requires much more polygons to work. Because of the CPU crunching nature of using displacement maps they really are only most effectively used in close ups. And only the mesh item needing the displacement mapping need be subdivided. Another trick would be in post processing where you could cut the outer edge of the character's head where the cracks should recess with the background color. But still, not a bad experiment.