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News
March 6, 2013

Side-tracked developing a Flash game. Body finished.


February 24, 2013

Head finished. Hand next.


February 21, 2013

Head is coming along.


February 19, 2013

Working on a low-to-mid poly model of my co-worker Shannen.


January 28, 2013

Vela is finished. Added texture maps to portfolio.

December 19, 2012

Wasn't satisfied with how Vela's UV's looked, so went back and redid all of them. Minor cleanup to eyelashes. Gloves almost done.

December 12, 2012

Added quick links to the header of the site.

Been a while since I posted a work-in-progress of Vela. In between sleep and making pizzas, I've dirtied up some of the textures and spent a few days slaving over the UVs of her boots to get them right. Current polycount: 5,477 quads (10,486 tris).

December 6, 2012

It's taken almost 2 days worth of reworking, but Vela's face is starting to come together. Didn't help that I was using multiple references, some of which weren't consistent. Looking a hell of a lot better than what I posted on the 4th.

It occured to me the other afternoon that a handful of these pictures have popped up in the image search of Google whenever queries like "Jet Force Gemini" or "Vela" are searched. As a result, I have noticed a moderate increase in traffic to the site. If you are visiting because you are a fan of the game, feel free to contact me about how I'm doing with this recreation. I want this model to be as spot on as possible, and I am open to suggestions or critique.

December 4, 2012

Spent the entire day working on UVing Vela's torso and tweaking her face. Not satisfied...

Also managed to knock her polycount down to 5,658 quads (10,854 tris).

December 2, 2012

Began work on semi-final textures this afternoon. Vela's skin is paler because the texture I am using for her skin does not have an Incadescence map added to it.

December 1, 2012

Threw together some more UVs. Textures are not final and purely for mockup.

November 30 , 2012

UVing intermediate elements.

Update notes: Threw together some more UVs.

November 29, 2012

Basic elements UV'd. Will continue to update the image below (now above) as more is textured.

November 28, 2012

Took a break from Vela to begin work on her Trirocket Launcher.

November 27, 2012

Current work-in-progress. Mesh is for the most part finished, just some minor clean-up left before I begin laying out UVs.
For those curious, Vela's polycount in the picture below is 5,888 quads (11,306 tris).

November 24, 2012

Taking a break from hair and cleanup, I thought it would be a neat addition if I modeled the Tri-rocket Launcher, a weapon that appeared in the hands of this character throughout all of Jet Force Gemini's promotional material. Made a quick reference of the gun's profile and was surprised to find that the grip fits snug in her hands.

November 22, 2012

Added new w.i.p.

November 21, 2012

Created a resume outlining my experience in foodservice. Link can be found in the resume section.

Quick turn around of Vela's armor and limbs. All that's left is the hair and a couple pieces for her backpack before I merge the halves together and space the legs apart.

November 20, 2012

Have returned to Vela. Current work-in-progress.

October 16, 2012

Current state of model needs to be reworked due to geometry issues.

October 5, 2012

Uploaded a newer version of my resume. Another work-in-progress of Vela; the awkwardness of her design, lack of reliable references, and my tenacious want for detail has protracted noteable work on her, thus accounting for the minor differences between previews.

Added a scroll box for the news section so it doesn't pile up on the site.

October 1, 2012

Here to post a work-in-progress of Vela. The image on the left is the original model of the character as she appeared in the actual game. To the right is my recreation, modeled to the near-exact proportions of the high-poly model that was used in all of the game's promotional material.

September 25, 2012

Taking a look back at the 3d renders on the site, I decided to move the specs of each image - that were otherwise cramped, hard to read - to the bottom in a linear fashion to make them easier to read.

I am also in the process of modeling Vela from Jet Force Gemini™; a third-person shooter that was developed by ®Rare in 1999 for the Nintendo 64. I always liked the game, and seeing that it never had an official modern re-release, I have undertaken the personal challenge to model her for a current-gen or next-gen system. Previews to come!

September 17, 2012

Went back to my demo reel character, Nikki, and redid her renders with much better lighting.

August 26, 2012

Update: Uploaded most recent work-in-progress of diner environment.

In the process of finishing up a third environment. Been keeping the hunt alive for a job and planning to add a Comics section for some manga I've drawn.

August 11, 2012

Decided to redesign my website again; after noticing how unattractive the previous one looked. This time around however, the site is built around one page instead of multiple; for an individual who doesn't have much to write about, this is fitting. Having a single-page site also eliminates the need to navigate to other pages and the potential lag en route, allowing the content to be seen and remembered more easily.
Bio
My name is Matt Day, a South Florida resident and art school graduate with concentrations in digital art. Born and adopted from Costa Rica, I lived in Virginia for most of my life, where I graduated high school and had my first academic experience with 3d. After moving to Florida, I graduated magna cum laude from Keiser University in 2007, receiving my Associate's in Video Game Design and being inducted into the Phi Theta Kappa International Honor Society. I continued my education at The Art Institute of Fort Lauderdale, graduating cum laude with my Bachelor's in Media Arts and Animation in 2011.

Since the end of my schooling on both occasions, I have worked a handful of field related jobs, from graphic design to video editing and 3d modeling. I continue to practice and refine my aptitudes with personal work and reading. In between my vocational endeavors, I enjoy playing video games, editing Wikipedia, and studying chemistry.
Resume
Matthew Edward Day ▪ 772. 418. 3937 ▪ valce@mail.com
Software and skills
After Effects ▪ Dreamweaver ▪ Flash ▪ Headus UV Layout ▪ Illustrator ▪ InDesign ▪ Mac OS ▪ Maya ▪ Microsoft Office ▪ Photoshop ▪ Soundbooth ▪ Windows

2D: Traditional and computer animation
3D: Low-poly modeling ▪ UV / Mapping ▪ Animation
Web: HTML ▪ CSS ▪ FTP ▪ DNS
▪ ActionScript 3
Employment
2011-12
CMA Digital ▪ Hollywood, FL ▪ Graphic layout / 3d art and design
▪ Modeled, textured, lit and rendered 3d assets for company products and service marketing.
▪ Created graphical layouts for ©Plaxo email promotion.
2011-12
ArchieMD ▪ Boca Raton, FL ▪ Video production / 3d animation
▪ Created, organized and edited screen captures of animated medical videos.
▪ Developed a short video pitch with voice for a promotional effort that was sent out to hundreds of clients.
2008
Pelican Printing, Signs and Advertising ▪ Jensen Beach, FL ▪ Graphic design
▪ Designed custom business cards for clients.
▪ Recreated client logo to repurpose for business cards and vehicle magnets.
2008
Skies the Limit Printing and Graphics ▪ Port St. Lucie, FL ▪ Graphic design
▪ Designed custom business cards for clients.
▪ Recreated restaurant menus.
Internships
2011
Daddy Design ▪ Miami, FL ▪ 3d art and design
▪ Modeled, textured, lit and rendered assets for company promotions.
Freelance
2012
North Atlantic Wireless ▪ Web design
▪ Project on-hold.
2012
Nick Day Law ▪ Englewood Cliffs, NJ ▪ Web design
▪ Constructed web presence for law firm.
▪ Handled DNS linking and site hosting.
Education
2011
The Art Institute of Fort Lauderdale ▪ Fort Lauderdale, FL
▪ Graduated cum laude with a Bachelor of Science in Media Arts and Animation.
2007
Phi Theta Kappa International Honor Society ▪ Fort Lauderdale, FL
▪ Inducted.
2007
Keiser University ▪ Fort Lauderdale, FL
▪ Graduated magna cum laude with an Associate of Science in Video Game Design
Portfolio
3D ▪ Characters and people
The principle character of my demo reel from college, Nikki Readabook is a twelve-year-old girl I modeled, textured and rigged; Nikki has controls for all her limbs, including fingers, eyes, shoulders, hips, upper and lower jaw, tongue and blend shapes for facial expressions.
Having been a fan of the game since its release in 1999, I decided to pay homage to Jet Force Gemini by creating a modern low-poly rendition of Vela. A particularly deformed character, it took several hours to ascertain her proportions, and several more to texture her.
Decided that a proportionate human model should constitute part of my portfolio. The subject, a co-worker of mine name Shannen. Work-in-progress.
3D ▪ Environments
Renders of three elaborate interior and exterior environments, that I modeled, textured, lit and rendered. The first is a city block, second a lab (unfinished), and third diner. Each space is appropriately furnished with items (except the lab), from soda cans and traffic lights to tables and chairs.
Web
MapleDictionary is a fan-made dictionary project I started for the playerbase of the online game MapleStory in 2007. With a database of 357 words, categorized by their grammatical usage, it is arguably one of the largest lexicological endeavors made for a video game.
Nick Day Law is a New Jersey law firm operating out of Bergen County. I was approached by the general counsel in 2011 to produce a simple yet professional looking website for the firm, which I completed in a couple of weeks and still continue to maintain.
2D ▪ Model sheets
The establishing phase of character development, these are studies of my most adored creations, Hoppy and Nikki. Each sheet is populated with facial expressions, poses, rotations and captions.
2D ▪ Storyboards
Storyboards were my first real attempt at comics, and are what helped sharpen my ability to visualize space, block out a scene, illustrate a story, time shots and set up camera angles... all in an easy to follow format.
2D ▪ Misc.
Depository of works I've done that I haven't made a section for. Current work occupying this little space is a drawing of what I would look like as a MapleStory character.