Friday, April 27, 2012

TMNT | work in progress...

Experimenting with different shapes for the plastron, and with the carapace design.

Wednesday, April 25, 2012

Personal take on Lady Death WIP

Originally started as a generic Lady Death. But decided to get creative and make it a "what if" Lady Death. Might go back to the original plan for the sake of saving time, but we'll see ;). Very much a conceptual WIP.

Sunday, April 22, 2012

Blog Update

I've reverted back to a simplified template, and I'm slowly organizing my posts into categories so that its easier to navigate to specific content. Thanks for visiting, and please continue to check back for new work and updates on existing work. Note: All content and updates appear on the home page, but can be sorted through by selecting the various categories directly to the right from the "Home" link.

Wednesday, April 18, 2012

Monday, April 16, 2012

Slimer Cont.

Decided to take my Slimer speed sculpt further. Once the high res model is complete, I'll be turning him into an in-game character with a reasonable polycount.

Thursday, April 12, 2012

Slimer Speed Sculpt

This particular session is two parts in one, and took about 2hrs.

Wednesday, April 11, 2012

Apocalypse (En Sabah Nur) early Egyptian version

Took about a little over an hour for the speed sculpt, and spent an extra 30 mins adding details and moving things around.

Thursday, April 5, 2012

FiberMesh Hair Test

Took one of my speed sculpts and tested the FiberMesh feature from Zbrush on it. I'll also be posting a time-lapse of the base creation, as well as before/after color, and FiberMesh.

Saturday, March 31, 2012

TMNT Speed Sculpt

New Sculpting Techniques and Habits = New Work

I haven't posted much on here due to changes in my workflow, and overall approach to sculpting in Zbrush. I recently had one of those light bulb over the head moments at a Zbrush user group meeting in LA. The artist's presenting were guys that I had followed for a while now, so I wasn't going to miss out considering the fact that I was only an hour and half away from LA. Watching these guys work confirmed a lot of things for me, and also set me on the right path. One of the presenters in particular, Danny Williams (pointpusher) opened my eyes to a couple of techniques and views regarding sculpting that I hadn't really thought of. Overall, it was an awesome night, I learned a lot, and I got to meet and have a late dinner with some talented artists. So, this is where I'm at currently. I've been doing speed sculpts almost everyday since the user group meeting in LA, and I'm learning something new with each sculpting session. The goal is to fully develop these sculpts and turn them into real-time game characters. There's also time-lapse videos for each of these.

Monday, February 20, 2012

Marvel Rampage

I personally feel that I'm at a place where I can finally start tackling some of the nostalgic characters from my childhood and do them justice. So here's my take on James Howlett, AKA Logan, AKA Wolverine, and Victor Creed AKA Sabretooth. Somewhat stylized at the moment, and very much a WIP. Sculpted from a Dynamesh Zsphere.

Friday, February 17, 2012

The Bat...

Finished watching Batman Year One and was inspired to do a Zsketch of my take on Bruce Wayne and more of a classic mask with a bit of the new hard edges of the updated mask. Had a lot of fun with this, took about 4 hours out the day to get as far as I did. Started off with a dynamesh sphere for the base of Bruce's head and hair. Took the head base into TopoGun and created a quick outline of the mask. Imported the TopoGun topology for the mask into 3ds Max, added a shell modifier, and brought it back to Zbrush for sculpting.
Continued work on the humanoid concept... Added ears and changed the shape a bit.