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Commissions
Head-shots & Busts
lines £15
flat £20
shaded £30
Thigh up
lines £20
flat £35
shaded £45
Full Body
lines £30
flat £45
shaded £60
Monochrome full-bodies: £35
character designs 20% extra
If you’re interested in commissioning me please send an email to [email protected]
RULES:
You must be over 18 to commission me.
All payment is done up-front, and will be done in GBP.
I can do fanart for popular IPs, like games and anime and cartoons.
If you commission me, you agree that your commissioned artwork is for personal use only and will not be reproduced for profit, or used commercially, unless discussed beforehand.
All commissions will be posted on my tumblr blog, and on my deviantART, unless specifically requested to be private by the customer. If you do not provide an alias for me to credit you for the commission with, I will list you as anonymous.
You will NOT remove my signature.
You will NOT claim the finished commission as your own work.
You may edit or change your commissioned piece yourself, if you wish, but you still will not remove my signature, and you still will not claim the original piece as your own work.
Edits and changes done by me after the piece is finished will cost extra money.
I reserve the right to refuse any commissions I feel uncomfortable with, or simply do not want to do.
Commissioned pieces, by default, come with a background that is either blank, or very simple. Adding a more complex background will cost extra.
I do not do nsfw commissions. No bare nipples, genitalia, or rear ends.
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Some ghost and monster designs I did as part of this years global games jam.
The game I worked on had you walking around a dungeon whilst trying to avoid ghosts you couldn’t see.
Unfortunately, because they where invisible until they killed you, therefore not many people saw them in the demo, so I decided to polish them up a bit and upload them.
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Some character designs I did this weekend for a game similar to ‘Werewolf’ @FuseJamBristol.
Thanks to my team and everyone who helped out, but also to @aardmananimations for hosting the event.
I’ll be trying to develop these further in the week.
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Two random designs I've been working on whilst trying to get my head around painting.
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Been busy working on some character and armour designs, the character here has an aerobatic disposition, so I associated her suit with a monkey. I started looking at Images at of Sun-Wukong and Buddhism which is how I came across the lotus and decided to try and incorporate it into the armour.
This may need to be reworked in future, for now though I’ll just have to move onto the next piece.
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Helmet Sketches
I was trying to go for a Sun-Wukong / Lotus flower thing here but these are just initial ideas right now. I’ll post more as I develop it.
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I’ve been fiddling with this for a while trying to refine the design, but I’ll have to leave it for now. The perspective needs some redoing mostly, but I was at least able to do a paint job I was pleased with.
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Military Patch that goes on the main characters jacket, representing his fathers old military squad.
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Finalised character work for my project.
Reworked character designs in cel shading
Colour tests
My initial cast in more dynamic poses than before
I revised the drawings and designs a little here, as I wasn’t happy with one pose and the other needed changing in order for it to be consistent with the others.
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My attempt at storyboarding an episode for my project.
1-2.My initial attempts with a simple board set up
3.My reworked board set up
4.Had to rework the middle panel to make the punch feel more dynamic
5-7.My attempts at getting the punch right
8.Working on a wide shot and pan
9-10.Here I’m trying to do without text to see how it reads before I add it in.
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3D work for my project, I developed one of my armour designs in 3D software Maya and Zbrush.
Here I made a base mesh in Maya in order to use it later in Zbrush
Mesh Wire-frame
For the helmet design I modeled it around a base head in order to make sure the proportions were correct.
In Zbrush I carved out the finer details of the suit that would be more difficult to do in Maya
Helm Details
Certain details are easier to do in Maya but I should be able to work the details into a lower poly model, if not I can still rework my initial mesh in Maya.
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Further revision for my characters was required so I redid them and focused on adding colour to them as well.
First revision of my characters in line-work
Practicing values in grey-scale
Taking the grey-scale into Photoshop I played around with various filters and values to get an approximation of matching colours.
Further experimentation in color values
Experimentation in character designs led to me simplifying and exaggerating certain aspects.
The most recent of my revisions. Here, in order to separate the characters, I broke their appearances down into pieces, such as eyes,mouth,ears, jawline etc. in order to make sure they appeared different enough from one another.
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The second aspect that is key, next to the characters is the armor designs, I wanted them to be synthetic, not quite artificial but not quite organic. For their designs I looked at animals and vehicles such as cars, aircraft and construction vehicles to give them personality to be shared with the respective character the armour belonged to.
The initial designs had too many straight edges making them look too constructed and man made.
I resigned them to give them more organic shapes and smoother lines to seem more organic.
The helms I did not redesigns as I was satisfied with their designs
Colour tests for the armour, I wanted to generally keep them in key with the characters colour schemes to make it easier to link the the two together.
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Characters being the most important part of any story require the most work, so I began redesigning them to try and give them more personality in order to differentiate them among one another.
Designs for the ships captain jacket, based upon eighteenth century captains jacket.
Reworked character designs
Colour flats
Colour shades.
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