Thursday, September 22, 2011
Friday, September 16, 2011
Thursday, September 15, 2011
Wednesday, August 31, 2011
Monday, August 22, 2011
Sunday, August 7, 2011
Ive been watching Falling Skies on TNT and I also saw Cowboys and Aliens this weekend as well.
Ive had aliens on the brain so I took a hour break to sketch this guy out real quick like in Mudbox. I just wanted to get the alien menace out of my skull, so in an effort to purge the images in my head I made my own version of some kind of gray, with a weird neck for some reason.
Friday, August 5, 2011
Wednesday, August 3, 2011
Friday, July 29, 2011
Saturday, July 9, 2011
Here is the chamberlain all finished up (for the most part) probably gonna go in and tweak a few things here and there, but other than that... DONE!!! so a few insider secrets... the details on the "cloak" on his back... normal map, same with the cuff and spikes, everything else is high rez sculpt toppin out at 5,621,560 polys. No worries, my beast of a computer handled it pretty darn well. BINGO! BANGO! BONGO!
Friday, July 8, 2011
Wednesday, July 6, 2011
Tuesday, June 21, 2011
Friday, June 17, 2011
Thursday, June 16, 2011
well thats all for this night... until next time sports fans!
Sunday, May 8, 2011
Here's my 'final' version based on Aughra. It took five months of spare time here and there to finish, but oh well. People are busy and life got serious. I was able to finish the on and off paint in Muddy 2012 in an hour, really just touching up color. I didn't intend to make an exact replica, this is a speed sculpt - paint, so its based on Aughra, and for the time I spent, 'good enough. I tried the Gesso material in Mudbox at one point a while back and this sculpt truly looked like a porcelain figurine which I thought was kinda neat, but it was too bright. I think in the future I'd retop it and 'do the hair in ReLight. Geo hair looks funky, but it worked good for a speed sculpt. I was thinking of making a vehicle eventually since a few of the boys were working on them, I really hope that gets me back in the groove.
Thursday, March 17, 2011
Tuesday, March 1, 2011
Monday, February 28, 2011
Sunday, February 27, 2011
Monday, February 21, 2011
Saturday, February 19, 2011
Wednesday, February 16, 2011
Monday, February 14, 2011
Sunday, February 13, 2011
Friday, February 11, 2011
The body will be truer to the original desin. This was a cool idea for a project. Thanks Cole and Brian for coming up with this.
Thursday, February 10, 2011
I had some major symetry issues in the hands of the depraved charater and Ive been working on a way to solve it. I think what I will have to do is retopologize the character and almost completely restart the sculpt. I have spent nights going back and forth between, Mudbox, Zbrush, Maya and Topogun and nothing seems to work right when I transfer details to the adjusted mesh. So it isnt any wasted time because Ive have learned a hell of alot that last few nights. Unfortunately the solution may be to fix the symetry on a low level version of the model and begin the sculpting process anew. Hopefully I can get through that tonight.
Wednesday, February 9, 2011
experimented last night with my newly created vector displacement maps.
I did a test on the scythe which taught me alot. I need to push the forms of the faces a little bit more before I make them into vector maps. The scythe model is a stand in did in maya. I modeled it quickly and ugly, and I would like to remodel it with better edge flow. But this is the Idea im going for. I also realized I need to make more of a variety of faces.
For the depraved, here is the progress, Im not liking the feel of the feet. I need to figure out what I want to do with htose and Im still having mirroring problems witht he hands. Im thinking a complete resculpt may be the ticket.
Tuesday, February 8, 2011
Monday, February 7, 2011
Well, Friday night I was so exhausted from a long week I crashed fairly early and never even turned my home computers on. Sometimes a body just needs the rest.
Saturday after some beach time with the family I spent the day getting Mudwalker, a plugin for mudbox that allows it to send and recieve models quickly to other programs like Zbrush, headus topogun, maya etc. I had some symetry issues with the depraved sculpts hands. Ive decided that I would like to take that sculpt to full final, with pose, color, the works. So I was using mudwalker to help me use the smartresym option in zbrush. After many hours of testing I think I have a solution to my problem. unfortunately by the time I figure it out I really didnt have time to sculpt.
So on to the faces here. The depraved is going to have a weapon. A massive scythe which I did some quick concept work on and I will post it tommorrow.(I forgot to scan it from my sketch book). This scythe will have the souls of the reaped embedded in the blade, so instead of sculpting them I decided to make a few faces on planes that I can turn into vectors and just stamp them on in the end and touch up the detail.
Anyway I think I need to adjust either the 1st or 2nd one to make it look like a different individual rather than just a different expression. Whats fun about these it that they are quick and easy, and after doing a few I've really started to get a better understanding of sculpting a face out of plane and getting the shapes pulled out correctly.
Friday, February 4, 2011
Thursday, February 3, 2011
Concept sculpting is alot of fun. Finding out what kind of crap is floating around the cess-pool I call my brain is also quite fun.
I dont think he is evil at all. Just very ugly.
Tuesday, February 1, 2011
Well sculpt number two was a pain in the butt. I made a quick base out of zspheres in Zbrush and imported the mesh to mudbox to sculpt. WOW, Mudbox really hates zbrush base meshes. I guess its because of the funky topology and the strange areas that intersect on the mesh.
Sculpt control was out the widow, and it was struggle to get the forms to do what I wanted them to. So lesson learned. If I build a zsphere base I need to retopo it before I take it into Mudbox. Or instead of being a lazy bum, just make the base in maya. Anyway I spent about 2 hours on this and most of that was in frustration.