Thursday, May 23, 2013

Wednesday, May 22, 2013

I've come down with a wicked cough all of a sudden. I hate it. makes it impossible to sculpt. I cranked out this head that will be a full realtime character. going for more a stylized look this time. head detail on the texturing side of things. never really did a character like that before. everything is roughed in so please don't judge yet


Saturday, May 18, 2013

man test

just a test for a larger project, don't mind the ears, they're getting replaced and covered.


Thursday, May 16, 2013

A.N.D.Y.

Android|Youth. An older model that I’m finally finishing. EVERYTHING you see here was modeled in zbrush. I only used maya to render this.


Tuesday, May 14, 2013

real time officer

after playing in dDo for about an hour I decided to revamp my textures. the diffuse didn't change that much (I didn't really want to per se) but what the program is amazing at is giving great usable spec and gloss maps. though its a bitch to control... around 10k now. I lowered it a bit. might go ahead and finish this one




Saturday, May 11, 2013

warrior speed sculpt

all in all about 2.5 hours, just a rough sketch to try and put me to sleep. the figure was about an hour and half. A lot of time was spent trying to figure out what kind of warrior he was haha.



Thursday, May 9, 2013

real time alien update

game model: took the day to tweak all the textures, rework the model (now in tpose ready for rigging) thinking I'm kinda happy with this one. real time render, 8k polys.


Wednesday, May 8, 2013

trying to keep myself awake, so I threw this together, it's why we do what we do.

Sunday, May 5, 2013

Cgfeedback top row


Its another honor receive my second toprow choice for the prestegious website Cgfeedback.com.  This time it was my sketchbook that was honored which I find even cooler than the last time, because its almost as if my thought process was what was rewarded.


realtime alien

did a full day crunch on this guy, took an unfinished beta model, and turned him realtime, I wanted to keep him super low, around 8k, just so I could see what I could do with a game res model (not a cinematic one) Not done yet by any means, but I did want to throw it up here for a bit. one 2k diff, spec, and norm.