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Check out my Port Folio Site: http://www.bradleymj.com/

Thursday, 12 May 2016

Background test mock up

1st time putting the nearly complete background with the car model together - street furniture, details, lighting and compositing to follow. Wide shot and mid shot:

Monday, 9 May 2016


The last practice piece before committing to my final masters project composition, titled 'Endurance' the shot shows the lead character testing her creation in an extreme desert endurance test.

Wednesday, 4 May 2016

Painting Update

Some progress with rendering of the weathering and character, a bit more love for the character and final details to come

Saturday, 30 April 2016

Very much a Wip...

Work in progress - desert endurance test, paint over sculpt for ArtStation contest

Wednesday, 27 April 2016

Pilots Cap

Block out for painting over in my land speed scene, ref attached - more to follow

Tuesday, 26 April 2016

Architectural detail test wip

Put some texture over a few bpr renders to test out a finish direction over this architectural detail...

Monday, 18 April 2016

Roadster: Composite Test Render

Getting close to finishing the roadster concept and wanted to produce a test render composite to show the beast in her stable, so far I had yet to illustrate how the vehicle would operate. This paint over shows the floating / electro magnetic hover aspect.

Thursday, 14 April 2016

Retopology wip wireframe

Almost finished retopology from hi to low poly, wanted to prove to myself I could do it and with the help of Z remesher it wasnt too bad, although had to reshape the wing and bonnet topology to match the concept. Also using dynamic subdiv to show the smoothed look, just a few more areas and details to tweak, thinking about substance painter but know I can get the look I want from keyshot and photoshop..?

Friday, 8 April 2016


Bit the technical bullet and efficiently retopologised my Roadster body in Z brush, following the low poly techniques shown in the Joseph Drust webinar:


Z Brush can cleanly 'Z Remesh' models down from hi to low poly, fingers crossed I dont have to go back to another 3D package ;D

Will go through all components and clean them up as well as tweaking the details...

Thursday, 7 April 2016

Architectural BG test render

Testing a block out of my back ground elevation, will look at the render to see areas of the model that need adjusting:

Friday, 18 March 2016

Sketch book scans

Some images from my sketch book including thumbnail sketch key frames for the build up to my masters scene, also an earlier page with the original sketches for my roadster with an initial idea for the architectural elevation / back ground.

Roadster sketch over scan

Here's a scan of my traditional sketch pass over 3D renders of my roadster concept - from here I will go straight back to the 3D sculpt and iterate the details...

Thursday, 17 March 2016

Lead Character Block out

1st iteration of my female lead character, will continue to refine the sculpt before detailing the features and hair, then moving onto costume accessories and pose...

Tuesday, 15 March 2016

Roadster print Silver edition

A few coats of silver spray paint helped make the print pop as the white plastic finish was too flat to complement the form.

Monday, 14 March 2016

Achie Bust 3D print

Some initial lo res shots of my Sons Sculpture 3D printed and mounted on a Rosewood plinth, it will be on display as part of the Bishops Art Prize at the Norwich Cathedral in April 2016.

Saturday, 12 March 2016

Force Awakens Industry Talk vfx / art department collaborations

The talk was held at Warner Brothers in Soho, London and was organised by Talking Point.

It featured Scott Pritchard (2D Sequence Supervisor) & Sonia Contrereras (Lead Layout Artist) from Industrial Light and Magic, London who took us through the process of one specific shot, the entrance build up to Maz's Castle.  Interestingly the entire shot was not pre viz'd, they estimated it took approximately 1300 man hours to complete the post production, possibly a good case for pre viz! Scott and Sonia's primary goal was to create a fully digital version of the set and match moving to recreate the camera angles and natural distortions in the software which was one of the more challenging tasks.

The full sequence was actually 3 shots seamlessly stitched together to create the characters entering and walking through the courtyard then into the bar / keep. The set was physical up to 1st floor height then green screened, the teams 1st task was to recreate the set digitally which was a mix of modelling from schematics and scan data from the physical set.

The elaborate flags in the scene were an after thought along with the sculpture of the character 'Maz'. A great deal of time was put into creating a linear story to the flags to represent different parts of the wider Star Wars universe, regarding the statue we were shown many variations in pose and costume that were explored before settling on the final.

It was interesting to find out that ILM breaks down the work loads across the different studio locations based on the shot priorities and the actual physical set locations, it must me a massive logistical headache at the start of the production process!

Link to event flier: https://www.eventbrite.co.uk/e/vfx-and-art-dept-collaboration-on-star-wars-the-force-awakens-tickets-22103692740?utm_source=eb_email&utm_medium=email&utm_campaign=reminder_attendees_48hour_email&utm_term=eventname

Wednesday, 9 March 2016

Architectural elevation update

Latest iteration of the architectural background for my Masters Project scene - will use this as a base for modelling:

Tuesday, 1 March 2016

Roadster Print 01 photos

Here are a couple of shots of my Roadster 3D print MKI_Proof of concept, approx 120mm max dim.

I will iterate sketch notes over photos and renders to experiment with pushing the design and details forward.

Going to get a critique from an industry master / multi Oscar & BAFTA winning production designer on Monday ;D Happy days

Saturday, 27 February 2016

Masters project Architecture_Front Elevation WIP01

Drafting the Schematics for the architecture featured in my Masters project - I have noodled a few sketches of the feature sculpture prior to this draft, its great to see the main character / pose in context