Like you read on all art blogs "haven't had much time for my own stuff lately..." Took about six hours.
Wednesday, November 3, 2010
Monday, February 22, 2010
realistic bust.... no not that kind
For future work I thought I should lay out a generic human male bust UV'd painted and all as a starting point.
Tuesday, February 16, 2010
Skinny cow
A test on the skin shader for mental ray I've been noodling with. The eyes are a work in progress. As always click = big.
Omar maybe?
Playing with ZB 3.5r3, thought I'd do a quick bust to try some of the new features. This is a wire of division 2.
As always click to see large.
As always click to see large.
Tuesday, December 8, 2009
Shave me
A test render of the hair... from now on all characters will just have helmets, I'm halfway serious... what a pain. A real killer on the rendering times and you can't do shave in a separate render layer, so no raytraced shadows or final gather. Crazy.
Friday, December 4, 2009
Hair Today...
Splines, Splines, Splines... they hurt my brain. Initial pass with shave and a haircut. Can't raytrace these suckers I'll have to do it in post I guess. Found out that long hair is very difficult to pull off, no wonder everyone always design their characters with short hair. Won't do this again.
Thursday, December 3, 2009
Mr. Meeting
Cleaning out my closet and came across some rough concept stuff and thought this was funny... must have been frustrated at the time or something...
Monday, November 30, 2009
To shell with you
About it for the shell.... digger.... thingy. Might put a light in the exhaust or something, but other then that I don't think I'll be putting much more other then rendering. And wow.... mentalray can be a fussy little critter.
Initially this was a way to see what I could get out of zbrush as far as a non-organic shape with displacement, normal and bumps.
Monday, November 23, 2009
Peek Tweek
Some lighting today, trying to get the best out of the sss shader and the 16 bit displacement map.
The 16 bit out of Zbrush 3.5 seems to hold detail a little better then the 32-bit as long as you get the gain settings correct. This took about a half hour to render.... the hair is going to kill my processor.
Sunday, November 22, 2009
Peekaboo first pass
Friday, May 8, 2009
First Pose
Been away doing a lot of under-the-hood work in mental ray lately but things are moving in the right direction. So I was going the do the pose with transpose master in zbrush but I was having a little problem with the masking because of all the parts in the sub-tool. So I ended up just doing a quick rig in maya and did a little weighting work and have my pose for first pass. Still some work to do on the hands which I'll do in zb, but it's a start. She'll have hair so that's why no ears.
Tuesday, April 14, 2009
The Claw
Thursday, April 9, 2009
Smash puny humans
Tuesday, April 7, 2009
Non organics in ZB 2
Non organics in ZB
Wednesday, April 1, 2009
Metal claw in zbrush
Thursday, March 5, 2009
First pass...
Friday, February 27, 2009
peek_a_boos home
Next, some tech articles...
Onward...
Sunday, February 22, 2009
Something new
Wednesday, February 18, 2009
Done with this
Friday, February 13, 2009
Vampyre torso and head work
Thursday, February 12, 2009
More Zbrush
Monday, February 9, 2009
Some sculpting
Like I said...
This is the zsphere mesh, It's at this point that I decide this is just going to be a sketch. You can see the topo inconsistencies in the chest and hands. There's always the option of re-topology if I get something that I like later on, But the hands are a mess. The fingers out weigh the main part of the hand by 3 to 1. Yeah.... looks pretty lame at this point but we'll see just an exercise anyway.
Friday, February 6, 2009
Zsphere biped
I've never used Zspheres in Zbrush so I though it was about time to to give them a try. There a little awkward at first, but after some trial and error (emphasis error) I worked out a decent biped. Hands and face are still an issue, the topo isn't very consistent in these areas and the hands have some definite weirdness. I saw a post somewhere about making quad hands correctly using zspheres. Next time I'll probably do more tuning but for a first time..... eh, not so bad.
Teeth sculpt
Tuesday, January 20, 2009
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