WELCOME

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 i
f 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

 


 

LATEST NEWS

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.

   
 

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.

 


 

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 -

 

 

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.

 

 

 

 

 

 

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.

 
 


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

 

 

 

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.

 

 

 

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.

 

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 m
odel 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)

 

 

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).

19 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.

 

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.

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.



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.

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!

27 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.

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

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

 

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.

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.

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.

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.)

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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All images copyright (c) 2009 David King unless otherwise marked. All Rights Reserved. No part of this site, including all artwork and tutorials can be broadcast, copied or reproduced in any form without express written permission of Dave King..
Unreal Tournament 2004 and its characters are copyright 2004 Epic Games. Dungeons & Dragons is a trade mark of Wizards of the Coast.