Showing posts with label graphics. Show all posts
Showing posts with label graphics. Show all posts

Time For Some New Desktop Wallpapers

Posted Thursday, November 11, 2010, 8:20 PM

I can't stop myself from constantly changing my PC desktop wallpaper. Sometimes I'll put something new up three times in a week, though I do try to keep it down to twice a month.

Usually I'll find some online and pre-made, perhaps promoting an upcoming movie, video game, or current TV show, or occasionally an actress or model who takes my particular fancy or is just pleasantly photographed.

But just as often I'll make one of my own, adapted to fit the exact dimensions of my monitor, and mixed together using my own artistic sensibilities, such as they are. Having discovered the joy of blending grungey textures into a palatable or dramatic composition, I have learned a lot in a short time about how to make something look modern and appealing.


A good example is this pic of actress Eliza Dushku, which uses a lot of dirty textures to make it look like she's standing in front of a wall (in reality she was in front of a grey dropsheet in a studio).


I also looked at some other designs of movie promotional art to mix in this pic of Bullets and Bastards, with Dave Hankin waving his gun around aggressively, splashing a lot of high contrast colours across the page at a dynamic angle to give it emphasis.


And then here are a selection of images I grabbed from my old job at an Adult Website, that I textured up to work as Safe-For-Work wallpaper images. I also have a couple that are more graphic, though no more so than your typical figure study, but I decided not to show them here, at least for now.


Piece By Piece

Posted Saturday, February 6, 2010, 2:11 PM

I made another babe-related wallpaper today, and I thought I'd show how I made it.

To look at it, I hope that you'd think it was a genuine untouched photo. That's certainly my plan most of the time. Whenever I make a matte painting, I try to get it as seamless as I can, so it's sort of become my default approach, though I don't always achieve it (I am notorious for cutting corners and cheating).

So I started with this original photo of actress Missy Peregrym (from the TV show Reaper, and a brief role on Heroes). If you look her up on Google Images, this is the pic you'll find most often.

But there's a minor problem with adapting it directly into a wallpaper - it's in a profile orientation; that is, it's taller than it is wide. I could crop it to fit, which I did try, but it cut off too much of her lower half, which was a great shame; plus, she's so centralised in the framing, it was not as nice a composition.

I took the highest resolution copy of it I could find, kept it full length, and scaled it to the vertical height of my monitor, which is 1050 pixels. Then I expanded the width to 1680px, leaving a huge block of empty space to the right.

There was a second pic I found online, from the same photo shoot, which had a little more of the door behind her, so I knew I could match that up if I distorted it to align the perspective. This filled up about a third of the empty space, but still left a lot more to fill. So I took that same pic, flipped it, and, after more distorting, joined it up like a mirror image. An overlap and a soft edged eraser blended the mismatched edges.

Because simply flipping didn't match exactly, I extended the edges of the panels with the clone stamp tool, maintaining their angle. Then I deleted the light on the wall, eliminating the obvious repetition, and mixed in a dark gradient to keep the corner in shadow. That not only drew the eye to the lighter part of the image, where Missy is standing, but also helped hide the fact that there's no door handle. I bet you didn't notice that.

I removed the word that was painted on the door, and added Missy's name there instead.

But a couple of days later I was looking at it again and I realised a couple of things. One is it had a horrible green tint to the image, presumably as a stylistic choice. I am red-green colour blind so it wasn't as obvious to me as it might have been to others. I have adjusted the tint back to a warmer red.

Then the other thing I did was changed the opposing wall. As it stood, it looked like a door at the end of a narrow corridor, but I think it was more likely to have been a corner of a larger room, so I took the rail and skewed it to be straight, and re-textured the wall to remove the corner-ish nature to it, so now it looked like the room was bigger.

And that's how I did it.

It was a relatively easy pic to put together, too. Some that I have done in the past have been ten times more complex than that. Always fun, though.

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Wallpaper-palooza

Posted Wednesday, January 27, 2010, 11:49 AM

I'm an arty sort. Kind of. Well, people think I am. I just bugger about clumsily until something starts to come together. It's not very efficient or a display of a particular amount of talent, really.

So what I like to do is dress my computer monitor with a nice desktop wallpaper background, and change them regularly every week or so. I troll around online for either ready-made wallpapers from movies or comic books or video games or just nice photography, or just cool images that I can adapt into wallpaper-sized images.

My desktop is fairly high-res, at 1680x1050 pixels. It's a common ratio, so most newer wallpapers are available at that scale, but the older ones are still at maximum 1280x960, or more likely 1024x768. These can often be wonderful images, but you can't scale them up without distorting them, Standard Def ratio doesn't work for a Widescreen monitor.

The other problem with a lot of amateur made wallpapers is the very low quality work that's gone into them; either the original image is poorly matched to its background, or there is horrible "artefacting" (speckling caused by high compression), or it's just an ugly mess of styles and bad composition.

As I am very grateful for the work others have put into some of my favourite wallpapers, I thought it was past time for me to put up my own work, all adaptations of images, with a lot of effort gone in to make them look sharp and nicely composed.

This bunch is an eclectic collection, with no specific theme. Except maybe attractive women, which, in my experience, is quite a popular subject amongst a certain crowd.

And as I say, these are all at 1680x1050.


First up is a pic of actress Sandra Bullock. I didn't do too much to this pic - I straightened it, rescaled it to fit, then added a bit of white space to follow the rule of thirds. It's also a good idea to put the main image slightly to one side to make way for the crazy way people stack their icons.



Next up is Selma Blair, as her character Liz Sherman in the Hellboy films. This is a promotional photo, used in posters and the like, but the only one I could find even closely resembling a wallpaper sized pic was badly cropped and with messy artefacting. So I found a larger scale of the original pic, and made my own.



Anne Hathaway, who is something of a star du jour recently, is next up. This image was already used on somebody else's wallpaer in full scale, but it was badly blended into their white background, and I also didn't like the composition they chose. So I moved her over to the right, and then tidied up the ragged edge of where the photo met the background. Then I added in her name, just to fill in the blank space.



The most recent one I made is of Josie Davis. Who's that, then? She was an actress who started out as a kid in the show Charles in Charge back in the 80s, and has worked steadily into adult life. And though she played the nerdy character in that sitcom, she sure didn't maintain that image into adulthood. I was looking through her images after she appeared on my favourite TV show, Chuck.

The original picture was taken in a room with a dirty wall and floor, so I eliminated most of that and gave her a new white background. I added her name, because otherwise you wouldn't have a clue who she was. I really like the colours in this pic, especially her blue top, so I maintained that colour with the gradient and text.



Beginning to move away from the hot chicks motif, but following on tangentially from the previous pic, is a promo pic of Yvonne Strahovski and Zachary Levi from Chuck that I adapted into a wallpaper. I decided to add the red strip behind the characters, which I think works well. I may have overdone the saturation, though; they look like they've just come out of a tanning salon.



One of my favourite video games series is Myst. It started out so uniquely and cleverly, then as the series went on just got better, then it tailed off disappointingly. I couldn't play the last game at all, my computer wasn't powerful enough to handle even the lowest settings.

In Myst IV, which was made by a different team to the other games, the opening of the story occurs in Atrus's home, which is a fantastic steampunk-like series of buildings, clinging to rocks surrounding a pool and waterfall. This image, which I found available online in a huuuuge resolution, has just been scaled and cropped to fit the desktop.



Last up is an adaptation of an Alex Ross painting of the Joker and Harley Quinn, from Batman. I didn't do much, apart from sweetening of the image and adding enough black background to fit the screen. That's the beauty of working with astonishing artwork like that of Alex Ross. I experience similar perfection with Adam Hughes's work.

I was sure I had more than this to upload, but I think I must have lost some of them over the years in various crashes. But I'll put up some more in a few months time, once I have gathered them together.

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Virtual Environments

Posted Saturday, July 25, 2009, 7:46 PM


The main role for a digital matte painting is to create an entirely virtual environment, which is to say, a completely artificially assembled background for a shot.

They used to be made using paint, often on glass, which is then blended optically, that is practically, and re-photographed. But these days you can use photographs, blend them together seamlessly, and then apply them directly to 3D CG models to give them a small amount of dimensionality.

The art of putting all the elements together for the final shot is that of the compositor's. Though I have to be familiar with compositing as part of my job, it's not quite my forte; I am better at dimensional-related things than I am at colour matching and rotoscoping (clipping around edges). So the compositing for Checkpoint is being handed over to its Director, Rob. My job is just to create the background plates.

One of the pickup shots we filmed a few months ago contains possibly the most creative camera move of the entire shoot - a dolly and pan combination. The camera moves rightwards sideways along a track, simultaneously the camera pans left, while the actress runs up to camera, all in front of a greenscreen, which we set up in Rob's backyard.

The usefulness of a greenscreen is simple in effect, but it's not until I started actually doing all this work that I have come to realise just how wide the potential really can be. We can film anybody in any clothing and doing any activity, and then place them in any environment you can think of - in a French village, a Cafe, on a roof, off the side of a skyscraper, in a sewer, on the Moon... or on a country road near a UK airfield.

What do country roads near airfields look like? Well, almost anything we want it to look like. I decided on a stony road surface, a length of grassed verge, and then, 30m beyond, a line of pine trees. I figured I could put that together, using photographic elements, combined to look photoreal. Then I apply that onto 3D geometry, each plane representing a textured surface. Simple, but it has a limitation.

In my software, the only way for that to be useful is if the virtual camera stays static. The projected image is always oriented from the camera's point of view. That means if I move the camera, the image will move with it. This is no use, as I want the image to stay locked onto the geometry, not slide along in relation to the camera.

There is a solution, which is to check the box that fixes the image, relative to a specified frame of the camera motion. For example, if I set the camera up on frame 1 to point where the image best matches the geometry, and then set it to be fixed there, then, when I move the camera, the image will stay locked at that orientation, even though the camera is in a different place by frame 257. But what that means is the camera then leaves the image behind, it disappears out of view, and now you're pointing at blank geometry.

But there are solutions to that, too. One is to orient it to a different camera, perhaps one with a different frame scale, to give you more space to move your proper camera through.

Another solution is to use the tiling feature, which lets you repeat the image in any axis you wish. But that means your matte painting image has to be seamlessly tileable, and with its geographical features oriented in a parallel fashion to keep the tiling logical.

And this is what I did. I included four horizontal stripes - road, grass, trees, and sky - and blended the edges so they repeated seamlessly. Then, when the camera moved and panned sideways, the landscape continued horizontally along the geometry, and, though it repeated, it wasn't too glaringly obvious.

The repetition can't happen on all axes, so the top of the image, the sky, needed to be blended. I repeated its edge colour infinitely, so the "sky" continued up as a solid shade of blue.

And though that's the crux of this shot's makeup, it doesn't take into account the hand tracking of the three dimensional move (because the tracking software didn't fnd enough points to figure it out), the car model that is sitting on the roadside, the particle-created grass blades in the foreground, and all the other doodads that make up variation in the landscape.

I love creating something out of nothing.

What I Did During My Summer Holidays

Posted Friday, July 3, 2009, 10:03 PM



In the industry I am hoping to be involved with professionally, that of Visual Effects, you don't apply for jobs in the standard fashion, where you send in a simple Word doc that lists your past places of employment. Though you still do that, it's less a list of places and more a list of achievements, skills, and software. And hopefully a little bit of name-dropping. My friend Cameron can name-drop a hell of a lot of cool movie names and Directors on his resumé.

But what you also must add is what's known as a Showreel, or a Demo Reel, which is a series of video clips and sequences that show off examples of your actual achievements. And before I can show up at an interview for an Effects job, I need to put one of those together first.

Until recently, I have not had a lot of stuff to show, unfortunately. Most of what I have done in the past has been small potatoes, and not especially amazing. They show some amount of competence, but not really anything dazzling. So for the last two years, while working on more original and spectacular films, I have managed to slowly accrue quite a few examples of more applicable Visual Effects work.

At first I thought I didn't have much to show, but then as I was looking back on what I had handed in recently, it started to dawn on me just how much I had actually completed and was viewable. And when I assembled them together, I was surprised at how much variety there was, and, dare I say it, how good some of it looked.

So I have assembled them into my Showreel, and I am probably not too far away from starting to put it out there for the Studios to look at, should an opportunity arise. Or maybe I'll just push it towards them all without a request required.

The Opel Blitz

Posted Sunday, May 31, 2009, 8:50 PM

I was supposed to be doing some other kind of work this weekend, I promised someone I'd finish something up for them.

But though I did do a little bit on it, I instead got carried away with something else that I wasn't even supposed to do for weeks yet.

And why have I blogged this admission to slack off proper promised work, and instead to bugger about unnecessarily? Because this is the fastest CG model I've ever built. In only two days, technically around 8 or 10 hours work, off an on, I made this model of a German WWII Truck, the Opel Blitz.

I've always been fast, mostly because I cut corners. People are often surprised that I can come up with something to show them in only a few hours from when we spoke of it.

Though then when I promise to finish something, I start, then rapidly tail off, and then very slackly never get things finished. Unless I am paid to, and there's a specified timeframe.

Anyway, back to the CG model I made:


It's still incomplete, and has no textures yet, but the broad details are all there. I am really happy with it so far. It's arguably the best model I've ever done, especially as vehicles can be so fiddly.

This one will be going on my showreel, that's for sure.



EDIT:

A couple of days have passed, and I've applied textures. I think it's all done now, except for a driver, but I've rigged the wheels to steer, and now all I need to do is the actual final animation and composite that it was built for.



ANOTHER EDIT:

Here's a lighting test, in the actual location (matte painting) that the truck will be driving down in the finished shot.

Blurring The Motion

Posted Sunday, May 10, 2009, 4:16 PM


I use Lightwave for my 3D graphics. It's not a very popular program in the Professional Industry, unfortunately, except in certain branches. It's used a lot in commercials, children's animation, and previsualisation (which is rough animatics for movies, like 3D storyboarding). But it's rare for the movie industry to use it in their visual effects (instead they use apps like Maya or Softimage), or the video game industry to use it for their cut-scenes or in-game models (they use Maya and 3D Studio Max).

So what that means for Lightwave is that it's not developed at quite the level it needs to be to keep up with the Pro applications, and some of the features are less than perfectly optimised, and often the plug-ins are not updated from their first versions. It's quite a shame.

And also what it means for me as a 3D artist is I can't apply for Pro jobs if they're looking for people experienced in Maya. I am fine for a startup company with no preferences, though. Probably.

Anyhoo, I am putting together the backgrounds for the pickup shots for Checkpoint. Rather optimistically, and somewhat foolishly, I suggested we have shots of the characters interacting with the trains, running between them and planting a bomb. I figured that as I already had made the model, it wouldn't be too hard for me to adapt the shots to suit. I was fairly certain I had the skills, and the methodology.

Surprisingly I was right, and I did know how to do it. So far everything I've tried has worked wonderfully, sometimes incredibly well. It's almost seamlessly realistic, if I do say so myself.

But I have encountered a problem.

Render times for these scenes for just one frame, with HDR lighting and fresnel reflections switched on, is around 45 minutes per frame (two trains next to each other mean lots of back-and-forth reflections to calculate). That means a 150-frame sequence is several days worth of render time.

But then there's the motion blur. To get that looking as realistic as possible, each frame is rendered five times and then blended together into one. Five times! That makes four hours per frame! A month of render time, just for one sequence! And I have several sequences requiring this method.

If Lightwave was just that little bit more optimised and better built, it would have alternatives or better rendering speeds, I'm sure. But I'm stuck with its limitations. I had to find some kind of shortcut to solve my problem.

I tried a few new ways of applying textures to avoid some of the heaviest hits, like faking the reflections, or removing them altogether, but they weren't very successful at all.

However, as I was experimenting with a ridiculous idea that I thought would never work, I finally figured it out. If I first render the sequence without motion blur, then apply that sequence as a front-projected texture on the model, I can then render the motion blur on what has become a less complex scene, saving myself a ton of render time!

Front-projection is when you apply a texture from the point of view of the camera, as opposed to the X- Y- or Z-axis of the model (or the scene). That means you can create a 2D image, perhaps from photographs, and apply it to a 3D model, and then do a small amount of movement, and it will 3d-ify the photograph. In this case I will be reapplying an already rendered sequence back onto the same model, using the same motion, all matched frame-to-frame, so the blend will be seamless, only this time I'll be rendering the motion blur along with it. The end result is a much faster render, but the exact same result as if I had done it with every setting switched on.

I am a genius.

Checkpoint: Hadrian's Wall

Posted Friday, November 21, 2008, 12:10 AM


Sometimes you never know just how complicated things can get.

Whenever I'm called on to do a visual effects shot for someone, my normal reaction is to say "Sure, I can do that" and about two thirds of the time it's true, I know exactly how to do it and that I'm capable of it with my current level of skills and software. But the other third of the time, I am secretly thinking "I have no idea how to do this!" and will rush out to do some research to figure some things out - can the software do it, do I need additional resources, am I really able to do this, how complicated will it be?

There's a shot in Checkpoint that I've been working on, off and on, in various pieces, over a period of six months. It's a simple shot - we filmed our hero on a bridge over a railway track, and had planned to do a crane shot over the wall of the bridge showing a train on the tracks, with a railway gun. So my original plan was to comp in the train, maybe replace the gumtrees with European pine.

Our attempts to do a crane shot handheld were a bit of a disaster, we really ought to have thought it through a bit better and borrowed a crane to achieve the shot. And we ought to have picked a day with nicer weather, too. But our hands were tied, as is so often the case, and we got what we could, as best we could.

So now it's my job to fix it.

The train model was already long completed, so that wasn't a problem, though it did take me a long time to build.

The first thing we knew we had to do was stabilise the shot as we follow our hero crawling along the wall, because it shakes all over the place. The problem is, with stabilisation comes distortion and motion blur. We can't really do anything about that, though, so I have reduced the shake down gradually as the shot progresses, so that the distortions are minimal.

Next thing we knew was that we would need a 3D representation of the railway line and valley, which had to be a matte painting including distant fields of the French coast, a complete replacement of the trees with European pine, and a French village. So I assembled the elements into a 2D matte image, using the best shot we had of the railway line, but it wasn't good enough for the final shot, and we knew we had to go back to the location to photograph high resolution images of the valley.

The day we arrived was a beautifully sunny day, and the shots of the valley we took were great, but as it turned out, not perfect, because as we crane over and tilt the virtual camera in the 3D environment, it distorted the verticals and all the trees looked like they were leaning over. The answer was to go back again and re-photograph the valley from a slight angle, so that the distortion would be eliminated, achieved by having the final angle of the shot match the actual angle the image was taken, and not fake it like the first try.

One of the issues I had with the crane move through the valley, though, was getting the sense of distance for the French coastal part of the shot. In reality it was a photo of a farm in Holland, but I had it comped in and needed it to move relative to the camera so it felt like it was miles away, and not a flat image. This meant finding ways to have the fiddly crinkly edges of the trees blend in with the background without distorting or obscuring it as it moved. So I had to mask them out using alpha masks, careful to keep the bleeding edge suitably coloured to blend, and move all elements to give a sense of depth. Rendering each layer separately was the only way to achieve this.

The good thing with this approach, though, is that I didn't need to use a tracking program to recreate the environment, and 'lock' the train model onto the real tracks. Instead I am able to apply the train actually to the virtual environment, because they're both 3D models in the same program, and are fixed entities. That is a relief, because 3D tracking is still not perfect, and is a bitch to get right.

The next thing I realised we needed was the wall of the bridge. It isn't enough to use a 2D image and animate it, I needed to have a 3D representation of the wall so that the depth as we craned over it felt realistic. I tried to find a way around this, because I was afraid it wasn't going to work, but in the end it was unavoidable. I built the wall, and the uneven rocky surface it possessed, and applied the textures of the real location that I took pics of. The end result is the wall looks completely convincing, and the crane move is seamless, so it was well worth it.

However, big problem. The original footage was taken on a grey overcast day, and the other photographs we took at later dates were in glorious sunlight. They don't match. I have to apply this footage onto the surface of my wall, while the virtual camera watches it and cranes over it. If the footage and the wall photos don't match exactly, it will look wrong.

I had to alter the colour of the wall image so it matched a grey day, then mask around it with a soft edged blend to overlap with the original footage, so you cannot see the mix between them.

Then I have to render the bridge part of the shot separately to the valley part of the shot, so that when Rob colour grades the two, he can either reduce the vibrancy of the sunny day valley, or increase the vibrancy of the grey day bridge, so that they blend seamlessly. I also have to provide him with an alpha channel mask of the footage so that he can separate the two shots when he grades them.

The train has to be rendered at high resolution. Soldiers have to be added, probably digital ones because we don't have any footage of live ones. Steam coming from the train, smoke from one of the stacks, atmospheric haze, and birds flying, all will add life to the finished shot and give it the energy to make it convincing.

It is the most complicated thing I have ever done. So many elements, so many techniques, so much preparation, and yet every single part of it I was absolutely confident about being capable of achieving it. Individually, anyway. If I'd realised just how complicated I was making it for myself, I would've come up with a different idea for the shot and convinced Rob to do that instead.

Like hire a real train.

Checkpoint: Planes, Trains, and Automobiles

Posted Monday, November 3, 2008, 10:23 PM


So there's more to Checkpoint's effects than a few bullet hits. I've been working on the opening shot of the crane shot over a bridge wall, past the British soldier and down to show the railway gun, for the past week, pretty much non-stop. It's finally getting close to being complete enough to render at full resolution, and I've just put together a rough version for timing purposes and approval by the Director, my mate Rob.

The number of elements in this shot is really quite daunting, and if I'd known what was involved I wouldn't have been half as enthusiastic about it when I posited it originally. These are the elements in the single shot:

  • Original filmed element of soldier crouching in front of wall, tracked and stabilised
  • Matte painting, projected onto 3D geometry, of:
    • Real railway line location
    • Pine trees replacing gumtrees
    • French village houses
    • Distant horizon of French coast
  • 3D model of trains, including:
    • Locomotive
    • Coal Tender
    • Railway gun
    • Caboose
    • Second train
    • Railway track
  • 3D model of bridge wall
  • Probably a 3D model of the soldier for accurate parallax
  • Additional atmospherics, such as shadows, steam, smoke, birds, and German soldiers
  • Depth of field and atmosphere fog
  • A sweeping crane shot of it all

It's really complex to put those elements together at all, let alone seamlessly and realistically. I mean, crikey! It's very satisfying if I manage to do it, though.


And to top it all off, there's the titles sequence of a C47 Skytrain, aka a DC3 aeroplane, launching off an airfield and flying to France, that needs to be done, which means I have to build an accurate 3D model of the plane. Have you seen the level of detail, the number of fiddly bits that is on a 1940s transport plane? Vents, pipes, bolts, cables, engine parts, windows, doors, landing gear, antennae, registration N-numbers, and dirt and paint and grime and other imperfections.

Holy crap!

I had considered cheating by using photographs of real planes for the close-ups, and animating them with 2D parallax and 3D propellors. So I made a relatively high detailed model of the props for a test, and enjoyed it so much I realised that I could make the whole plane if I approach it one section at a time, in small easily manageable steps. So I've done the cowling of the engines, and the propellors as mentioned. Next stage, the fuselage.

If I can pull this off, and if I could actually get paid for it somehow, I'll be a millionaire by the time I'm 45.

Horizon Online

Posted Tuesday, September 23, 2008, 8:40 PM

I made a website for my film.

Sometimes the most fun part of a project is the ancillary stuff, which can often take a lot of time that you don't have to spare. It's a common problem amongst new filmmakers that they want to make a film so they can get to have a behind-the-scenes documentary or a DVD with flashy menus, and the risk is they get so caught up with that kind of unimportant yet cool stuff they forget to actually make the film in the first place.

As I am aware of that particular potential pitfall I am risking by doing this, I suppose I can't really let the website be considered properly live yet.

But, typically, I couldn't help myself, and I put this design together anyway. I also tried to be fancy with a couple of funky CSS tricks, like the plane being layered over the top, and the clouds scrolling behind.

Anyway, it's not ready, okay? It's done, but only unofficially.

I shall fill in the blanks as they happen.

Shouldn't Have Done That

Posted Sunday, September 14, 2008, 3:22 PM

I am a website designer, I've been doing it for over ten years. But I'm not particularly great at it. Sometimes I have done work I'm proud of, but if you were to look at my coding skills, they're mostly pretty average and naive. I like to be tidy, but structurally I can be haphazard, and anything beyond HTML and CSS is mysterious and incomprehensible to me.

As I'm not currently working, which is great and I wish it could ever be so, I don't get to do website stuff much anymore. I could probably redesign my own website, but I've got nothing to show anyway, so it's laying dormant.

So I was talking to my mate Rob about a website I visited recently, and how I thought it was in desperate need of updating, which I'd gladly do if I was paid for the work done to it. And inevitably, I had images in my head of how it could be improved upon. That night I had a very clear idea of the graphics I'd apply to it, and the colour scheme. And then the next day (yesterday) I couldn't help myself, and I spent all day designing the page.

On the one hand I need the experience and to keep up my skills, it can be great fun to create something that works well and fulfils the vision you have for it. But on the other hand, I basically did work that will never be showcased. I have no job lined up, there's no payment, they don't even know I did it.

I find myself wondering if I should contact them and suggest I work on it. But then that would mean a lot of work for them, and therefore a lot of time and money, which they may not be willing to outlay. It really ought to be them who volunteer to upgrade, rather than some pushy designer coming along trying to convince them to do something they have no intention of following up on.

Still, I am happy with the design I did, so here it is.