Thursday, December 26, 2013

Monday, December 23, 2013

marmoset skin tests

just trying out some different lighting using some new maps for the skin. It holds up well.

Tuesday, November 12, 2013

Viking update

texturing and Tpose, going to make him realtime, still rough though I'm liking how it's moving along. #zbrush

Monday, November 4, 2013

Friday, November 1, 2013

Digital Tutors Sneak Peek

Want to learn how I did this? Heres a sneak peak at an upcoming tutorial I did for Digital-Tutors. A while back I did a real time survivor rendered in marmoset (if you look through about 4 months ago you'll find it, or just look on my blog) a lot people liked it and wanted to know how I went about doing it. So around that time I was also looking for an idea to pitch digital tutors and so I figured why not. This is the character I did for it (its much simpler than the other survivor for teaching reasons). It uses the same process as the other guy, so you'll see how I speed sculpt as well.

Thursday, October 3, 2013

Update to Militant

recomped the "militant" image, less dark, more worn, I think adds more life.

Whisp Abyss

just a quick image a slapped together. sort of abyss inspired, honestly just wanted to finish up that whisp character I did before I just wasn't comfortable leaving it as is, but I also didn't know where to take it.

Friday, September 27, 2013

Alien Beta II

I'm going through my portfolio and rerendering some old pieces. Some of you might remember this old guy from back in zbrush 4r2 beta, it was hour sketch from a sphere and then another hour for texturing. used to test the first release of dynamesh

Thursday, September 26, 2013

wolverine clay render

#zbrush #3d #sculpt

added pore detail and revamped a lot of things, did a texture on him, but in the end decided to go with the clay render.

Wednesday, September 18, 2013


mucking around a bit more with that sculpt I posted a few days ago, Idk if I like the direction, but its sort of like a human logan. want to gruff him up some more, its still really rough, need to figure out high frequency forms and such.

Saturday, September 14, 2013

some ideas

Beyond a few tutorials I have coming out I realized I haven't actually recorded one of my sculpts in a while (well I haven't sculpted in a while haha) so I blocked out something from a cylinder, still super rough about 1hr 45min so far, it could be fun if I give it a few more days, I'll post the entire sculpting process to youtube when I'm "done". you can full screen it to see it better. like I said still really rough

Monday, September 9, 2013

I'm not dead

hey guys its been awhile since I last posted, over month if we are getting technical.  Work had been piling up (which is a good thing) And so I haven't really been able to show and personal projects.  I'll be showing some of the work I did on the Mortal Instruments: the City of Bones and an upcoming tutorial project with Digital Tutors very soon. Here is just something to get my hand back into personal work. I haven't really done any sculpting in almost a month, so I'm just getting back in the swing

Saturday, July 20, 2013

Chimp Update

re did a bunch on the chimp, shader and texture included, did a first pass of the fur, there will be other layers added on top of it, this was just to get a feel.

Tuesday, July 9, 2013

head sculpt lunch crunch

this was done in about an hour and half from a base mesh (the one I made for the other character) and about another hour to block in the texture (skin tones were an issue, I was searching for a long while trying to find the right one, still not happy) and while I'm nowhere near done with the other character, some of you may know that that piece was alway intended to be a multicharacter piece, a group of survivors done in realtime.  decided to conceptualize another one of the characters for my lunch crunch

Sunday, July 7, 2013

quick test

playing around with advanced skeleton. not really a fan of the weighting tools, as Im going to rip this thing out and reweight it, but the ability to build a rig this quick is pretty impressive. the pose is shit and the cricket bat is a quick shit, but I just wanted say I learned a little about advanced skeleton tonight. (just a screen grab from maya)

Tuesday, July 2, 2013

Survivor continued

the low poly is still a work in progress as the shirt still needs tweaking, but all in all I came in under 16k tris which was my goal. Working on this on and off, so the updates aren't flying like other projects haha. though I do have two other characters I'm working on for this group idea I had all realtime.

Wednesday, June 26, 2013

small update on my survivor

preview of the hair cards I created for him, they will be the ones used in the realtime model. they're about 1000 tris so I'm def okay with that. They will be textured with a high transparency, and look wispy, also he has boots, and I began to rework the pants a bit, but I'm holding off from that fully until I see how it looks textured.

Wednesday, June 19, 2013