During the war, did you ever have any doubts on your design? And were there any compromises or revisions?
I made lots of changes ;) I think the only thing that didn't change was his daemon guns! From one day to the next, the position of his head changed and even his body's main spinal curve got altered on occasion. As I continued, I added and removed a lot of quick experiments and worked the proportions until a satisfactory level was reached. I quickly uv'd him. With all of this, I was never really discouraged by my design because I knew I would finish regardless of what happened. I set an appropriate pace and I kept on tweaking him until I was done:)
To get this entry done must have been no easy feat. Tell us about your working habits? Basically, what's your secret to your apparent success?
I find since I am creating game assets all day at work, the last thing I want to do is come home and continue to be a super organized boy! At home, you have the freedom to create art as you please, so when a problem in the creation process arises, just like with any hobby, it is always fun to find a creative way around it:) Otherwise, I was determined to finish my entry, so I would further attribute this to my success.
Next Page >>>
Forum Name: Spacemonkey
War General: Brood
Specialty: Quaking in your Pants!
Email: email Tim
Website: View Tim's Website
Media Used: Adobe Photoshop
Discreet 3dsmax
Pixologic Zbrush
Let's start at the beginning, how did you become an artist and as you became an artist, did you ever imagine it would be for games?

My story started with Quake 3. I had been to college studying psychology, media and communication studies, however with no real direction in my life, I decided to enter university (urged by my family..) and study a media degree. By playing Quake 3 and by finding Polycount and all the lowpoly characters created there, I felt inspired and wanted to try my own hands in 3d. So in my spare time, I started to work on a mod or two and I scoured the internet for as many tutorials as I could find. Later, I was able to use one of my completed Quake 3 models for my degree. At this point, it was becoming clear to me that I wanted this for a career so I took a chance and dropped out of University. I spent 8 months learning 3d at home and in time, a portfolio emerged. When I look back at the quality of my work, I think I was lucky to have found a job, but I am glad I did because I have been working professionally ever since.

"it was becoming clear to me that I

wanted this for a career..."

Construction Sheetl
You have a great eye for details and form. Tell us about the process you undertake to get the results that you do? How do you come up with your ideas? Concepts, yes, no?

I always begin a project by finding relevant references for what I am working on. My Brood character is a homage to id Software, but it's also inspired by works from Bastiaan Schravendeel and Jason Sallenbach. My starting point for reference was simply to grab images of Doom monsters off the web and to search through several loads of images I had already collected. When I browse the web, I always find something that inspires me or something that I believe would be useful later, so I tend to dump all this into several large folders.
Yes, concepts are very important. For this competition, I felt I didn't have enough time to work on a concept and actually finish a model, so I didn't spend much time working things out on paper. Unfortunately, I came to regret this decision because as a consequence, I needed to constantly add and remove details as I worked in 3d. Furthermore, I needed to avoid making things too busy and problems persisted as I began to texture him. Since I didn't have a clear color scheme, I over complicated his colors early on, but in the end I managed to simplify everything and make it more united.