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Tuesday, April 8, 2014

The Machinist

The moment I saw the concept of this character, i knew i had to model it. I did this for school last quarter, but I had my eye on this guy for quite some time. I haven't really done any stylized characters, so I figured this would be a good test for me, AND IT WAS. The concept art was deceptively simple. I began the sculpting process from a sphere, using primitive objects in zbrush to block out the various parts of the model.

My biggest regret with this character is the topology, because of time(9 full body models in 10 weeks for school) I had to rely on Zremesher in Zbrush to generate topology. Normally I would do it manually with Topogun.

UV mapping was done with Zbrush(time constraints) and then rearranged in 3ds max. Most of the texturing was done in Photoshop. Finally, I used V-ray for the lighting, generated multiple render passes and composited them all in Photoshop. The 3ds max hair and fur modifier was used for the hair.

Final image:

Process:

Sculpting timelapse:



High poly:




Wireframe:
Maps:





Lighting:




Reference(By Luca Torsello):
https://www.behance.net/Tursy

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: