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Welcome
to Dave King.com.au - home of digital artist and all round
creative type- Dave King. That would be me.
I am a professional freelance artist with well over a decade
of experience working on video games, TVC and films. Originally
Art Lead on Bigworld tech, I switched to freelancing and have
since produced all manner of concept art, storyboards and
textures and my personal favourite, creatures and characters.
My body
of work includes AAA video game titles
Dragonage: Origins, Unreal
Tournament 4, Civilization 4 and Dungeons
& Dragons: Stormreach, the films"Where
The Wild Things Are" and The
Spirit, as well as many TV commercials such as the
award winning Comcast Rabbit.
I am currently available for both freelance and comissioned
work - so if
you have a project you would like to talk about, please feel
free to drop me an
Email for
an NDA and quote.
I also
sculpt miniatures as a hobby, and will shortly have a range
for sale. You can find all the info now at my miniatures blog
www.bederken.blogspot.com
Miniatures
fans may also like to visit my retro miniatures blog www.kingsminis.blogspot.com
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Advanced
Mudbox and Creature Design course
[28 April 2010]
I have
just confirmed with the Academy of Interactive Entertainment
that I will be running another Mastering Mudbox class- this
time, however just a single day intensive for people who already
know their way around the software. Subjects covered will
be things like fixing problem meshes, transporting data between
models, building corrective pose sets, making sculpt stencils,
extracting maps like a pro and working on multiple UV set
models.
I am also going to be running a two day Creature Design course,
exploring the theory and practice of taking your monster design
from idea to presentation. Topics include history of creature
design, psychology, anatomy, idea exploration, xenobiology,
testing performance and concept rendering techniques. Dates,
cost and locations shortly.
News
of my death have been somewhat exaggerated
[28 April 2010]
Okay,
so its been months since I last posted here- my excuse is
that I was crazy busy and thats fine by me. Monsters do not
make themselves you know.
This has also lead to me having to sideline the miniature
sculpts whilst I focus on the digital stuff.
I did, however manage to get to a DLF meeting, which was the
first bit of socialising I have done in the industry for a
little while, having missed the Autodesk 2011 launch. DLF
was fun- thus primed with beer I gave the assembled AIE students
an improv tutorial on multi-texturing in Maya using texturespace.
Tutorial to follow.
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Happy
new year!
[15 Jan 2010]
2010 is
here, and I noticed we still haven't got hover cars and holographic
wristwatch phones. So what's with that?
I have
been furiously sculpting away on the first series of The Bederken
Dwergs miniature greens in between comissioned work. There
are a few more sneak peaks of some of the models in various
stages in my mini sculpts gallery for those interested.
The figures will be released under my own label, and can be
ordered from this website when available. I will not know
prices until the first batch come back from casting, so I
am not taking pre-orders. However, if you would like to be
sent an email when they are available, send me an email with
'SIGN ME UP FOR DWERGS' in the title, and I will add you to
the mailout.
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GCAP
[11 December 2009]
With the
games industry in Australia struggling with the double blow
of a strong Aussie dollar and the credit crunch, it was good
to catch up with old friends and meet some new faces at GCAP
to swap war stories. On the whole, the independants at least
are still strong in spirit- and with apple shining a ray of
hope with its Iphone platform, clearly its not game over yet.
I manned
the StormFX booth, happily crunching out monsters for all
comers and providing training and info in Autodesk Mudbox
-
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Attack
of the Bederken Dwerg miniatures
[23 November 2009]
I have been just blown away with the email response regarding
my prototype miniatures. Though
never intended for release, everyones been so kind and positive
about them that, yes, I am currently looking to put them into
production.
The prototypes
labelled 'chaos dwarfs' have been retitled a more fitting
middle English - Bederken Dwergs, and the current plan to
release them along with the rest of the figures on my workshop
table right now. Expect to see the first series popping up
in the first quarter of 2010.
The figures are scaled to between 16mm and 20mm to the eye,
will be cast in good old fashioned metal and come with black
plastic bases.
If you
would like a once off email warning you when and where you
can order the figures from, email me with the title "SIGN
ME UP FOR DWERGS" .
So, pushing polygons by day, putty by night.
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GCAP
and Mini Site Update
[17 November 2009]
GCAP is coming up, and those providores par excellence of
3D software, Storm FX have nabbed me to act as a booth babe
for them. Apparently I will not be wearing a bikini or cosplay
outfit, but I will be armed with a sexy laptop proving any
takers with Mudbox training and demonstrations all day.
Catch me at their Booth at GCAP, Melbourne and get Muddy.
You may also have noticed a slightly sexier atmosphere in
here. Mmmm. Can you feel it? Its the improved buttons and
menus. Yep. Don't say I never update my site.
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Creature
Workshop Thieves
[28 October 2009]
I recently found rental copies available of my Creature Workshop
DVD on the net. Problem is that these are actually illegal,
violating the EULA and as there is no deal in place for rentals,
I do nott receive any payment at all if you rent one. So please,
respect the time and effort I put in to making this and buy
a legit copy through Turbosquid. All monies raised will be
spent on german beer, vintage citadel miniatures and wacom
nibs. The rest I will just waste.
5seeds
Birds vs. Humans TVC
[10 October 2009]
Congratulations to Michael Spiccia and Goodoil films on their
new TVC campaign for 5seeds cider. I was the concept artist.
Here is a still from the ad. Linky

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Autodesk
2010 Launch Mudbox masterclasses
[8 October 2009]
Yesterday
was the first of two new Mudbox masterclasses - this time
oner hour classes for Autodesk as part of their Mudbox 2010
launch at the Animation Blockbuster event. The venue was nice,
and it was great to see lots of familliar faces in the audience-
Its been a while since I did industry drinks too. Must, must
go to more!
Well, I am about to jump on the plane for Melbourne again
for the next leg of the launch - my masterclass will be on
friday morning at 11am - see the Autodesk emails for details
and among the stuff I will be covering is some nifty ways
on how to transfer sculpt data easily to rescue work and save
time in production. Drop on by and say hi!
Mudbox
masterclasses
[29 September 2009]
I just
wrapped a tour of masterclasses hosted at all three locations
at The Academy Of Interactive Entertainment (AIE) in Australia.
I
figured everyone could read the help files for the basics,
so we dived straight into what all the tools can be used for
in a practical day in the studio.
The classes where broken into two days, with day one building
a solid foundation of workflow and day two focusing on more
complex studio production techniques such as adding limbs
and moving data between models to rescue projects at the 11th
hour.
Big shout
out to to Storm FX and Autodesk Australia, who supplied a
prize copy of Mudbox to one lucky person in each location.
We are in talks regarding a second wave of masterclasses-
this time covering the fine art of creature design! Stay tuned.
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Rabbits,
plinkety, plinkety plink
[8 may 2009]
Comcast
Rabbit has won a stack of awards - A Mobius Award, A
gold and silver Andy, as well as a bronze lion At Cannes.
I was responsible for modelling, surfacing and fur grooming
of the rabbit during my stay at Animal Logic.
For the project we spent a day playing and photographing
hairless Sphynx cats, and I had the opportunity to dissect
a couple of rabbits to get the correct muscle
and bone placement.
Smelt... Interesting. Thats dedication for you.
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Major
Update
[3 april 2009]
The
website has had an overhaul during my sculpting breaks
this week- you may notice the gallery is now a great
deal easier to find and navigate. I have also made more
room for the image previews.
In addition to all this interface twiddling, I have
also added a whole swathe of new images in the galleries,
showcasing sculpts, speed sculpts, works in progress
and z-sketches that I have had kicking around for a
while in my down time.
Please enjoy the excessive graphics load times!
;)
New
images
[26 Feb 2009]
I have had a few hours spare to post some updates to
my long neglected personal gallery- its nice to be too
busy to do my own stuff! You will now find a
new Zomilla image, a quirky batman speed model I did
a while ago and 'angel'.
The concept art section also got some lovin, in the
form of a new Masters of The Universe Teela concept.
Holy
Melting Ribena Berries Batman!
[9 Feb 2009]
Well a Happy New Year to one and all. Its a heatwave
in Sydney and my studio has been COOKING. I have big
fans, every window open and am seriously considering
hiring a nurse to pat my forehead dry like a surgeon
whilst I work. So far, my fiance has vetoed that last
one.
The heat has brought a few challenges. Like most 3D
animators I have a few action figures about the place,
actually I have several hundred of them in my studio
(nerd brag) and a few of those plastic fellows have
started to sag somewhat. Hermione Granger keeps taking
a dive off the shelf, as does the entire NECA AVP range-
not built to stand up those suckers.
Aaaaaanyway....The
new season of 'So You Think You Can Dance' is now airing
in Australia, and this year Ribena is a major sponsor.
Z-space created a whole new series of ads featuring
dancing Ribena berries.
I was called in to model
the new berries, and as it was quite some time ago it
was a real joy to see them finally dancing around on
TV. Even if it means I have to watch the show with my
partner between ad breaks.
Spirit
and Wild Things
[8
feb 2009]
Speaking
of things I worked on a while ago, The Spirit is in
theatres now and Wild Things finally (FINALLY!) has
a release date.
Dragonage
Trailor Out
[Jan
2009]
The
trailer for DragonAge is now out. I produced several
character models for ACT 3, one of which now appears
in my Cinematics gallery.
GCAP Speech- Sculpture for games
[25 Nov 2008]
Gcap was great fun- especially getting caught at Brisbane
Airport in the most terrific thunderstorm I have ever
seen- I grabbed some video footage for reference! Unbelievable.
It was great seeing so many of my friends, old students
and clients all in the same venue- I will definately
be adding GCAP to my calender from here on.
My speech was on the subject of Sculpture for games-
which I did using the latest release of MUDBOX. I covered
how you can sculpt using 'feel' by dynamically reposing
your mesh to include strong gesture and weight. My class
also covered some primary anatomy and general tricks
for laying down detail fast using stencils.
Its actually a really vast subject, and due to a delay
getting started I had to skim the sculpting techniques
a bit - however I am currently planning a MUDBOX masterclass
tour.
As promised, I will be adding the character 3D files
and the stencils I used shortly to my Tutorials page-
please check back in the next few days! There may even
be a few tutorial videos there if your good. :0)
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Two
Moons release
[3 November 2008]:
If you where at either my GDC and AGDC talks on rapid
prototyping games a few years ago you may remember the
brightly colored diablo-like fantasy game I was showing.
I received a few comments on what the game was and when
is is coming out- I had to say that sadly it was only
a prototype and it was made specifically for the show.
However that may no longer be the case.
I have decided to release the funky ninjette 'two moons',
her kookie Pumpkinjack enemies, effects, weapons and
all the scene assets and animations as downloadable
game packs that indie developers can pick up and run
with.
The first release will feature Two-Moons herself, in
several pack formats.
She has been totally revamped to work for third, first
person and RTS as well as her native isometric, and
featuring 3dsMax 9 file, OBJ file, biped rig, bones
rig, bone constrained to biped rig, several levels of
detail and a handful of texure sets (A range of armors,
good and evil, team colors and more realistic styles).
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August 2008: Stormreach Gallery added
I
just put up a gallery of some of my fave peices from
my Dungeons & Dragons: Stormreach work. Check out
the 3D gallery for 58 new images featuring oodles of
costumes, models and weapons from Turbines MMOG extravaganza.
I did so many textures for this game I ended up having
to keep a database to track just mine! Seriously good
fun old school texturing.
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11
August 2008: Fuel
I recently worked on a number of projects with the team
at FUEL, including five TVC slots, including a new Toyota
commercial (my second- I hope Toyota send me a free
sample one day). I also did some digital set dressing
on the forthcoming movie The Spirit. Looking forward
to seeing it arrive on the big screen.
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2
August 2008: Comcast rabbit
I
finally saw the finished Comcast rabbit slot I worked
on during my time at Animal Logic. I created the Rabbit-Panther
thingie, including modeling, surfacing and Shave&A
Haircut groom. (Someone else did the Turbines) I used
Maya, NEX, Zbrush, Body paint, Renderman and coffee.
Lots of coffee.
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29
April 2008 Dell-icious
Today my Dell 27" ultrasharp monitor OF DOOM arrived
and frankly I am having kittens. Why kittens? It takes
up my entire field of view in my office- thats why.
I can Z-brush sculpt kittens to scale. TO SCALE dammit.
KITTENS OF DOOM!
Sure, its going to suck juice enough to make my neighbours
lights dim- but I figure that since I once owned several
hundred acres of forrest back when I was a child, and
haven't run a car in twenty years, I figure I am pretty
much carbon neutral for like, ever. In fact, I may just
go turn some lights on in the house for the fun of it.
Bwa ha ha. So how is the monitor? So far I have to say
I am hooked. Its really awesome to model on, the picture
quality is great- if limited to 60 hertz at full resolution.
The color range is fantastic, and I am getting really
inky blacks. So far- two thumbs up.
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27
April 2008 Z-space
I have just finished a month onsite at Z-Space modelling
and surfacing for the new FOX sports HD network among
other things. Very exciting. A big hi to the great guys
and gals at Z-space. Hulk smaaaaaashh!
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March 2008 Redesign
What? Another redesign for daveking.com? Have I turned
into one of those "double hand-wavey" web
heads?
Well, no - you won't catch me doing anything with Java
except drinking cups of it- but now I have wrapped up
working at Animal Logic I finally had some time. Speaking
of which, the Sony God of War commercial is now up on
youtube - my contribution was as personal hairstyler
to the Gods themselves using Shave & a Haircut as
well as some sculpting and cloth work.
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FURY
trailer released
[2nd August 2007]
AURAN
has just released the cinematic trailer for FURY, which
was created by the team at ACT3 Animation. I was brought
onboard to model and shade the characters. You can find
it on Game trailers Here
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CGOVERDRIVE
07
[24th June 2007]
CGOverdrive
was a world class conference- even just for the speaker
line up- Blizzard / Blur Cinematics masters John Chalfant
and Paul Hormis, Mohsen Mousavi, Kyle Balda, Feng Zhu
and Michel Gagné among others. Square Enix also
showed a sneak peek at the new Tabula Neo Crystalis
series and The Lucasarts empire was there in force with
some very authentic clone troopers keeping us rebel
scum at bay (though thinking about it- my fiance did
buy me a red lightsaber this year- perhaps I
am on the Dark Side.)
Anyway, If you are in the asia pacific I highly recommend
getting on a plane and hitting CGOverdrive 08 if anything
just for the speakers!
I was up to my old speed modeling mayhem again- knocking
out yet another freaky little demon model during my
two hour long show to a Prodigy soundtrack. Very demonic.
The
atmosphere at the show was electric, especially near
the end- there was just so much enthusiasm in the room-
we did lots of interviews, photos, give-aways and signings!
I have to say Kyle Blada gave the most amazing presentation
I have ever seen- a fully animated CG tutorial synched
to his live talk- showing how to animate like a Pixar
badass. Excellent stuff
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TIM
Scripts
Paul Hormis and I have been doing a lot of brainstorming
and bitching at CGOverdrive at our hotel bar. The result
(besides the hangovers) are a few new TIM scripts that
polymodellers will find handy. Head over to his site
to get the latest build! Paul says he wants to hit a
1000 TiM scripts by the end of the year. You go guy.
Go to his site here.
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New
Creature Workshop Disks
Thanks
for everyone who has been writing to me asking for more
'creature disks. The response has been huge! Rest assured,
all new disks will be on the way now that I have settled
back down from my travels. The unreleased material has
been totally revised to include the latest tools and
features for max, and includes improved workflow using
Polyboost.
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The
Winner is Syd-en-neee!
Kathryn and I have waved farewell to London and have
moved back to spiritual home of Sydney Australia. We
are full of fairly strong spirits as we speak. Great
bars in Sydney.
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AUTODESK
Head Modelling tutorial
Those cooky kids at Autodesk are now hosting some exclusive
monster head modelling video tutes from yours truely to
celebrate 3December! Consider this a taste of the next
3D Creature Workshop modelling disks!
Check the tute out here
(you will need to be logged in to The-Area to grab these.)
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Liquid Animation chooses Dave King Digital Art for 'Choose
your Own Adventure' TVC
Yeah, yeah, the title is blah. I recently had the pleasure
of creating the three lead characters for Liquid Animations
TVC for the NSW government 'choose your own adventure'
campaign. The TVC called for characters that had to look
like old school video games characters- great fun to create-
especially the dirty great Croc! Its really weird having
to make TVC characters that LOOK like video games characters
are imagined- you dont have the restrictions or feel of
the engine- you can have as many polys as you like, however
its still got to look like a game. A really cool challenge.
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