Posts tonen met het label character. Alle posts tonen
Posts tonen met het label character. Alle posts tonen
dinsdag 15 juli 2014
Ice Man
Okay, so to start off 2014 (!) on this blog, here's a new character; Ice Man
First setup. Blocked out the main features, refinements and detail pass next!
More to come.
Labels:
bust,
character,
concept design,
head,
ice man,
keyshot,
modeling,
organic,
rendering,
speedsculpt
zondag 15 december 2013
Iron Man Battle Damage - Phase 1
So this is the first step towards his battle damage look. Not too happy with the spots just yet, but it's a work in progress...
More damage on Phase 2!
zondag 8 december 2013
zondag 17 november 2013
Brun - Caveman
Update!
So I finally managed to finish my caveman!
It's been a fun ride, learned a ton, but it's time to move on to new projects.
Meet Brun, the caveman who found some old caveman drawings of people bowling. So he decided to carve out his own bowlingball to see what the fuss is about.
ZBrush, Maya, Vray, Photoshop.
zaterdag 20 juli 2013
Alien progress
So I spent some more time on my alien head. Worked some more on proportions and overall look. Work in progress.
Futuristic Cop Render
So I started to retopo this guy using Topogun. Along the way changed some poportions and design elements mainly because I want it to be a suit that could actually function.
As you can see he's still quite 'naked' in some areas. Working on it. Quick first render. Nothing special, using hdri and vray.
zondag 30 juni 2013
Futuristic Cop Layout
Worked some more on this guy. Did some more layout and tried to work out some nice legs which would fit the rest of the body.
zondag 23 juni 2013
Futuristic Cop
So I had a few hours to kill at work and decided to translate an idea I had into a 3D model. It should represent a futuristic take on law enforcement.
Rough sculpt, blocking proportions. Legs have not been touched. I first did some coulour scheme tests which direction to go, and even though I like the dark/ orange feel, I decided to go with old school black/ white for police.
woensdag 12 juni 2013
Speedsculpts
Since this blog was setup to do some experimenting in digital sketching and concepting, I think it's time to start posting some stuff again.
Did some digital sketches to work on some new designs. Hopefully I can share some more soon.
dinsdag 12 februari 2013
Caveman old
I went back in ZBrush and played some more with fibremesh. I love it!
I did however export .obj´s of the hairs instead of exporting curves driving a hair system in Maya. Need to look into that.
So he´s aged a bit since last time, but I think it suits him better with his current build and details.
Next stop needs to be the cave!
zondag 3 februari 2013
Caveman haircut
He's got some hair! First pass with fibermesh...
Still a little too 'groomed' for a caveman, will need to rough him up a little.
More to come!
woensdag 30 januari 2013
Caveman texture
So I went back to texturing this bad boy and gave him a complete overhaul.
I think I'll work from here. Texturing is first pass so more details will surface...
I also changed the camera framing so it will be clearer to tell my story. Next thing we'll be it's environment. Quick comp:
donderdag 17 januari 2013
dinsdag 8 mei 2012
Cutter V3
I felt the last update when too 'humanoid', so asked around for advice, did a complete new topology and made some design changes.
I looked a lot at references of various skulls to get a good feel of a solid structure underneath this fellah. This should be the base of the first pass of detailing. More to come!
donderdag 5 april 2012
Cutter V2
So I looked at new references of anatomy and changed quite a bit. Gave him some proper cheekbones, jawline and better 'blade' shapes.
vrijdag 30 maart 2012
Cutter
I found some time again to work on a personal project. It's based on a rough sketch I did while waiting on a playblast at work. As a sea creature I imagined him being part of Davy Jones' crew. The shapes on the side of his head are actually blades, hence the (work) name 'Cutter' Very much work in progress...
zondag 18 december 2011
Greek God texturing
So I decided to give this guy some texture work and this is how it stands now.
Texture painting done in Mudbox. Rendered in Maya Mental Ray with area lights.
Still tweaking some displacement (details) on the model, texturing the pedestal and trying to find the right background...
Texture painting done in Mudbox. Rendered in Maya Mental Ray with area lights.
Still tweaking some displacement (details) on the model, texturing the pedestal and trying to find the right background...
dinsdag 22 november 2011
Greek God
While visiting Berlin some time ago, I went to a museum of natural history where they had a section of Greek art including several sculptures. No description was found, but I took some reference shots of this bust as an inspiration. Still work in progress.
Abonneren op:
Posts (Atom)






















