The moment I saw the illustrations on Brent Hollowell's blog I knew I had to model this. I didn't feel skilled at the time to sculpt this. The concept artist didn't describe it much, but it's clearly a mutated chicken when looking at it. As usuall my weapon of choice, Zbrush to begin the sculpting. Sice this was an illustration a quick Zremesher was adequate for retopology. For the texturing I did something I've never done before, use real photos for the entire texturing in photoshop. Such textures ranged from metal, rust, and elephant skin. I also used keyshot to create render various passes, a first for me.
I am Adewale "Wally" Haroun, student of the Art institute of Washington and aspiring 3D character/creature artist.
Monday, June 30, 2014
Sunday, June 29, 2014
Stewie Griffin
Ahhh Stewie Griffin, my favorite character on Fox's hit show Family Guy. I sculpted my favorite character on bob's burgers Louise Belcher, and for family guy it's definitely Stewie Griffin. This is probably the most difficult subject I have ever sculpted.
One of the unique challenges from going from 2D to 3D is knowing what will work and what wont. I felt I would begin to lose the likeness if I tried to match Stewie from the side view as seen in the show. Funny how these cartoony character are more challenging that realistic characters(at least for me) I started with a high poly sculpt in Zbrush, did retopology in Topogun and then unwrapped in 3ds max.
Maps were baked in xNormal and Stewie was textured in photoshop, the easiest part of this project.
High poly marmoset render:
Timelapse sculpt:
Orthos:
lala:
low poly/UVs:
Stewie appears in a lot of costumes, so it was a no brainer to split the UVs this way. I might model a different Stewie in the future, like Stewie Cruise, Desiree, or Zach Sawyer.
texture maps:
references(I used a lot more than shown here):
One of the unique challenges from going from 2D to 3D is knowing what will work and what wont. I felt I would begin to lose the likeness if I tried to match Stewie from the side view as seen in the show. Funny how these cartoony character are more challenging that realistic characters(at least for me) I started with a high poly sculpt in Zbrush, did retopology in Topogun and then unwrapped in 3ds max.
Maps were baked in xNormal and Stewie was textured in photoshop, the easiest part of this project.
High poly marmoset render:
low poly render:
Orthos:
lala:
low poly/UVs:
Stewie appears in a lot of costumes, so it was a no brainer to split the UVs this way. I might model a different Stewie in the future, like Stewie Cruise, Desiree, or Zach Sawyer.
texture maps:
references(I used a lot more than shown here):
Thursday, June 26, 2014
Female head study
This was supposed to be an female alien sculpt inspired by the kamino race from the star wars universe, but I wasn't feeling the designs I was coming up with. I decided to sculpt a female head instead.
Monday, June 16, 2014
Louise Belcher (Bob's Burgers)
Bob's Burgers is a fantastic show, Louise being my favorite character. I have barely begun to scratch the surface of sculpting stylized characters, but I must say this turned out better than I expected. I used a lot of references for this sculpt, from the internet and from taking photos of the show from my TV.
Zbrush sculpt:
References:
Zbrush sculpt:
References:
Saturday, June 7, 2014
"Siru"
I was in the middle of two game characters and decided to take a short break with another alien design. Heavily inspired by an alien done by +Furio Tedeschi
Final image:
Process:
High poly:
Polypaint:
Final image:
Process:
High poly:
Polypaint:
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