"3D: miniatures, sculptures, props, computer renderings" The Artwork of Jason Banditt Adams
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) |
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REAPER miniature painted in 2008 using REAPER pro paints and acrylic craft paint. using a Chocobo color scheme :) |
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REAPER miniature painted in 2007 using REAPER pro paints |
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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. |
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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. |
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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 |
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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. |
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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. |
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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!!
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