Realtime Subsurface Scattering in Blender 2.56
Here is a test screen of a realtime SSS shader I’m developing for Blender. This screen grab is from the game engine with no post production. Although the method I’m using is not TRUE subsurface scattering (as in, no glow with light behind the ears) it still yields outstanding results.
Surface shader created by me, with collaboration and information from Morten Mikkelsen of NaughtyDog.
Troll Project
So far I’ve got the character basically done and one weapon. Still a ways to go, but wanted to get something posted. Still working on the textures and an environment for him. Blender GLSL viewport grab with hand painted background. No post on the character or axe.
GOW Rifle
So this is a bit older, but worth posting. A Gears of War style rifle I modeled a while ago. High and low poly. I didn’t get as far as baking and texturing it because of other work. Perhaps I’ll finish it eventually.
Concept by Jimsvanberg:
Time Machine
Low poly Time Machine done for LPC#3 on Polycount.net. Concept art by John Hackman

Also, for those of you who like to see wires and maps:


Seasee Tiin Sculpt.
Website Live!
So a couple weeks in the “testing” phase to make sure I liked all the design and theme settings (and to make sure the darn thing works right). Now the site is finally live and not hidden. Keep checking back as I’ll be continually updating as I have content to share
BlanderMan Rigging Mini series
So its been nearly a year since I made these tutorials but I figure they’re worth posting anyway. This series will take you through creating an advanced control rig for a biped character using Blender 2.49b. HD versions are available for download on the Vimeo page.
In order:
New Site up!
So only about 5 years late, but I’ve finally come around to using wordpress. I’m not quite sure how well it’ll play out for a regular website though… I might have to get a little fancy for my demo reel and contact pages… we’ll see though.





