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Craig Mullins
<CMull86011@aol.com>
is an industrial designer and illustrator who got into digital painting
about four years ago, and now does all his commercial work on Macs. Most
of that work is matte paintings for films. These Marathon paintings were
done to drum up business, and were released on AOL during 1995.
The compiler picture found its way here to the internet, but initially
without attribution. Here, then, is the complete set of Marathon
pictures, with some basic information about each.
Craig has now set up a page showing
samples
of his other work.
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JPEGs have been resized to fit a normal browser window. PICTs are full-sized. |
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Marine 2Almost looks like a modified photo. Incredible!
318K Large version1.3 MB |
Death of the HulkThis is what hulks really look like...
300K Improved Gamma210K The gamma has been improved. This version looks better on 24 bit monitors. (The first version looks better on 8- or 16-bit monitors, though.) |
CompilerThe image that started it all, at least on the internet.
415K Large version1.7 MB |
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Marine 1Lower resolution than the first 3, and dark, but impressive nonetheless.
12K Large version
955 x 980 pixels |
TrilogyThe SPNKR carrying Marine image used for the Trilogy CD cover
61K Large versionAlso available at full resolution.1296 x 1520 pixels 1.2MB |
BattleA compiler after an unsuspecting marine. Again, lower resolution (Craig calls it a "sketch"), but still nice to look at.
66K Large version153K |
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Trilogy Sketches
103K Full resolution, but highly compressed JPEG's of the first (22k) and second (40k) images are available. Large versionAs well as the whole full resolution image.
1000 x 2000 pixels | |||||
From the author:"I only use PS as the masking function is far ahead of the other programs that I have tried. No 3-d stuff. The compier took about 30 hours. I did a line drawing first (on paper), scanned that into alpha and started painting. I work from general to specific, meaning large surfaces and forms are blocked in first with a thought to lighting direction and intensity and surface quality. Once it starts to read it will support whatever detail is added later. Sketches are mostly done with no preconceived ideas, just pushing pixels around until something starts to emerge." | ||||||