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Tim Luther Lewis
Works at Chaos Trend
Attended Swansea University
2,258 followers|168,383 views
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Tim Luther Lewis
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Hey modelers, here's a spaceship for a game I'm working on.
https://sketchfab.com/models/b58236c134b14495810d15dcd9d9ac6a
Scoutship for ExoMiner with orange paint job
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Tim Luther Lewis

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Shader fun
I've recently been trying to consolidate my shader management code. I've been migrating Clayworks from fixed platform purgatory on DirectX to multi-platform nirvana using OpenGL/GLES2. I've wanted to do this for ages but other work always took priority.  I...
I've recently been trying to consolidate my shader management code. I've been migrating Clayworks from fixed platform purgatory on DirectX to multi-platform nirvana using OpenGL/GLES2. I've wanted to do this for ages but othe...
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Tim Luther Lewis

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**
Close but no cigar Some experiments don't end in a successful result but kind of successful anyway. Today's diversion was one of these. I'd toyed with the idea of building a helper header file that would allow me to compile GLSL code in C++, which would hav...
Close but no cigar Some experiments don't end in a successful result but kind of successful anyway. Today's diversion was one of these. I'd toyed with the idea of building a helper header file that would allow me to compile G...
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Tim Luther Lewis

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The last post, reposted as it was supposed to be posted.
 
I've had some time to revisit the subdivision modifier in Clayworks. This was a a fairly simple addition but has a big impact: Variable smoothness for sharp edges. 
Clayworks has two ways of detecting sharp edges: one is via smooth groups (Polygon IDs defining areas that are intended to be smooth) and also via crease factors, which you can set per edge. Previously, the subdivision modifier would just flip between 'sharp' and 'as smooth as possible' which limited the range of shapes that you could usefully create. Not any more! 
Next on the list for subdivision surfaces is to finish the sculpting tools .
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Have him in circles
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Tim Luther Lewis

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Thanks Mike :)
This one was a bit of a test and I must admit that I didn't realise google would share it on G+ (didn't appear on my stream). After my current project is over, I'm going to be doing a lot more polishing in Clayworks and l'll do some better produced videos to tie in with that.
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Tim Luther Lewis

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We've been busy working on our latest milestone for Exo Miner, lots of exciting stuff going in. Here's a sneak peek at one of the new playable craft in the game:
https://sketchfab.com/models/b58236c134b14495810d15dcd9d9ac6a
Scoutship for ExoMiner with orange paint job
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Tim Luther Lewis

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Arting some spaceships
I've had my coding hat on for so long, I was afraid I'd forgotten how to art. However, we're working on a promo video for ExoMiner this week which the coding tasks can take a back seat for a little bit whilst I get the video together.   This has also provid...
I've had my coding hat on for so long, I was afraid I'd forgotten how to art. However, we're working on a promo video for ExoMiner this week which the coding tasks can take a back seat for a little bit whilst I get the video ...
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Tim Luther Lewis

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Close but no cigar
Close but no cigar Some experiments don't end in a successful result but kind of successful anyway. Today's diversion was one of these. I'd toyed with the idea of building a helper header file that would allow me to compile GLSL code in C++, which would hav...
Close but no cigar Some experiments don't end in a successful result but kind of successful anyway. Today's diversion was one of these. I'd toyed with the idea of building a helper header file that would allow me to compile G...
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Tim Luther Lewis
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Shiny hover-car, Blender & Cycles:
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Awesome!!!
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Tim Luther Lewis
owner

Show off your art  - 
 
Hi Group,
  I've not done a lot of creature modelling so I thought I'd have a practice with this guy. I modelled the base shape in my homegrown app (Clayworks: https://plus.google.com/105770187318983146114), did the detailed sculpt in Sculptris and then finally brought it in to Blender for re-meshing, material setup and skinning & rigging. The hardest bit so far has been the skinning and rigging: bits of mesh want to poke out all over the place. It's a work in progress, C & C welcome.
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Have him in circles
2,258 people
Matteo Sgherri's profile photo
Joel Ostrander's profile photo
Karoly Farago's profile photo
James Vaught's profile photo
Naresh Jethwa's profile photo
Madhav Upadhyaya's profile photo
anil jadhav's profile photo
Anderson Bravo's profile photo
Tomasz Dzierza's profile photo
Work
Occupation
Game Developer, Programmer
Employment
  • Chaos Trend
    Director, 2012 - present
    I'm a director at ChaosTrend, a great indie developer from Wales.
  • Totga Games
    El Presidente, present
  • Creative Assembly/SEGA
    Senior Programmer, 2007 - 2011
  • Swansea University
    Researcher, 2003 - 2006
  • A.I. Cube
    Programmer, 1998 - 2000
  • Themekit
    Programmer & Artist, 1995 - 1997
Basic Information
Gender
Male
Story
Tagline
I program games and draw pictures
Introduction
Hello! I run Totga Games, creating independent games and games/graphics development tools. Previously, I've worked at the Creative Assembly, A.I. Cube and Themekit ltd. I'm also the author of a 3D modelling program called Clayworks.
  I am also available for freelance work if you have the right project.
Bragging rights
I programmed the Total War editor (TEd). I also did the voice acting for the Welsh soldiers in 'Napoleon : Total War' and some other voice roles that I can't talk about yet!
Education
  • Swansea University
    Computer Science
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