"3D: miniatures, sculptures, props, computer renderings"

The Artwork of

Jason Banditt Adams


Everything contained within this site is sole property of Jason "Banditt" Adams, except where specified and of those rights purchased by the contracting company. 

Download my RESUME here

Over six years of professional work in the field. Limitless subjects and mediums; everything from Illustrations and lettering for comic books, childrens books and novels to Video game Character design, skinning, 3D interpitation, miniature sculpture to classic paintings to hand-crafted leather to Sci-Fi/Fantasy pieces. Imagination is the doorway to possibilities forever to be explored; luckily, I have the key.

Formal training in Graphic Design, Industrial Design Tech, Video Game Design, Web Design.  Degree in Graphic Design (Art Institute of Pittsburgh)

 

REAPER miniature

painted in 2008 using REAPER pro paints and acrylic craft paint.

using a Chocobo color scheme :)

 

REAPER miniature

painted in 2007 using REAPER pro paints

 

Battle Sister by Games Workshop

painted in 2003 using citadel paints

these have seen a lot of wear and paint on raised area has been worn away.

 

Battle Sister by Games Workshop

painted in 2003 using citadel paints

these have seen a lot of wear and paint on raised area has been worn away.

Below:  This one was totally my bag, baby.  3d CG movie for said project below. ALL modeling, skinning, lighting, environment effects, animations EVERYTHING was my brain child.

circa 2000ish

Below: My latest commission is this Mech repair factory for the tabletop wargame Battletech.  This piece as commissioned for I.M.Chuckles in Fremont Ohio.  

This piece features 10 independant turret housings and a ranped entranceway.  The turret housings hold offical Battletech turrets and the entranceway is large enough for most any Mech to gain engres (examples sparcely shown).

I have been commissioned to do an entire 6'X5' tabeltop cityscape for the same scale.  Look for pics of that project around January 2006.

Below:  Images of a Clonetrooper from Star Wars Episode 2 just because I wanted to. 

Poly was limited to 800.  Skinning at 72dpi at max of 400 pixels any direction.

      Below:  Images from game design from 2000.  Its pretty old school, half-life/TFC mods.

All the skins were researched and hand/computer drawn by myself and fit to the models by myself.

I assisted in the model by tweeking the shapes and proportions of base models presented to me by another involved in the project.  Esentially, he handed me a male model template and I went to town.  We were constrained by technology of the time, 800vertex per model was ABSOLUTE max, skins were 72dpi and size was a definite factor to keep the game running smooth.  

I thouroughly enjoyed the creative problem solving needed to make the game look good, despite tech restrictions!

Animations were slated to be by yet a third involved in the project, but he never followed through and the project fell apart.  Shame too, I really enjoyed working on these!

It's exciting that games are pioneering bump-maping to great effect, like HALO.  The detail of skin textures now are three times that use in HL/TFC and Ive always wanted to "stretch out" a little and max out the pixel depth.  

I love to cram as much detail as I can into my art.  Thats why I like the depth-modeling used in many of the detail-oriented textured models.  Three different models, seen via depth of vision of hte camera:  The background model, very streamlined, smooth and simple.  Midground model, showing more detail and definition.  Foreground model, detail galore!!