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Saturday, March 29, 2014

Blue ghost soldier

This character was a great learning experience for me. I learned many techniques(And some I'm still improving on) throughout the course of this model. One of the 9 full models I had to do in 10 weeks for school this quarter that just ended. To save time I grabbed the base mesh from mudbox, added toes in 3ds max, then later retopologized the sculpt in topogun. I also tried marmoset for the first time, using the first version of the software. A friend of mine +Terrance Baldwin did the concept, allowing me to make some creative choices i didn't agree with(like removing the stalactites)



Marmoset:
 High poly

Maps:

Reference:

Friday, March 14, 2014

"Beak"


Another model I did for school this quarter, this time a 3D illustration. I came up with a creature design based of from images of animals I gathered. This time I started with a simple zsphere setup, then used the move brush to get the forms that I liked. When the model was done in zbrush I did a quick polypaint and spent hours in photoshop to arrive at the final result.





Thursday, February 27, 2014

Human skull study

The first piece of work I did for school this quarter. I have 9 total(12 unique models) that must be completed in a 10 week period, HOLY CRAP. My workflow was started with a sphere inside zbrush, then I used zremesher to generate a low poly model. Xnormal was used for map baking.




Skull inside marmoset toolbag 1:


Tried my hand at the muscles too:








The skull was textured in Zbrush and photoshop.

Monday, December 9, 2013

The Phantom (Superhero)

My final model for the quarter, it's been a wild ride at school this go around. I decided to model the phantom for 2 reasons. I really like the hero(personality and abilities + purple suit). the second reason was because I wanted to see how much I have improved over the years, as I have modeled the phantom once before. (see here) I initially started out sculpting the initial parts of the body with spheres, but for some reason i couldn't get anything going so I started with a base mesh.




I found a base mesh I had modeled in 3dsmax before I had started using zbrush and decided to go with that. I was pressed for time, so I use zremesher for retopology except for the head which was done in Topogun(Time did not permit me to do 100% manual retopo). My biggest regret as parts of the mesh do not necessarily match up. I have since learned a better workflow I will implement for my next character.




I did quick unwraping in zbrush, but brought them into 3dsmax and made sure ALL the subtools used one UV space. Lots of goZ back and forth.


Once that was done I polypainted in zbrush:





Yay progress:

Monday, November 25, 2013

"Beast" creature concept

Another model that was done this quarter. (Wrapped up completion about a few days ago) The initial design of this creature was intended to be more of a carnivorous herbivore (yes, you read correctly) but as time went on it really started to bother me, so I ended up starting over, a decision I do not regret.

Final render, composited in Photoshop:


For this creature I decided to start with Zspheres:






I used ZRemesher and some guides  to generate a loy poly mesh, then reprojected the details, finished the sculpt and polypainted the model.




Quick posing was done using Zbrushes transpose master: