Thursday, December 4, 2014
Saberhawk
Another model request, mostly done in zbrush starting from Zspheres. Added wings and mouth in maya. Not quite finished but I have a clear path on how to do it after a bit of research.
Thursday, September 5, 2013
Werewolf WIP
I've been recently working on a model that I planned to rig from scratch and wanted to try out something besides the normal T-pose. I've heard that having characters in more of a rested position makes for a more natural looking animation and with this I think I've taken it as far as a rested position could go for animation. If it ends up animating the way I expect, I'll be happy but I don't plan on it going so well and will probably end up posing it again, adjusting it accordingly after I see how things look movement wise.
This is the Low Poly I'll most likely be going with, i'm planning on having a tattered jacket on him besides just plain fur and beefy muscles.
And this is what I have so far for the Hi-Poly, I plan to figure out how to link both the high and low poly so i'm able to animate the Low Poly without looking at the Hi.
Sunday, April 28, 2013
I did get a few things done within the small burst of artistic enthusiasm after graduating recently...
Pokemon Fan Art.... Yup, had this set aside to do for quite some time but the onslaught of projects and pressure to graduate kept me rather occupied. I plan to ink and color every single one and put them into a scene. Each of these represent one of the ones I have on my game but I won't go into detail.
I've started inking them with photoshop. This approach is rather new to me since it involves using the pen tool and my usual method is to use Illustrator. I decided to try it out since I saw one of my friends do it this way.
This is the second try, much better in my opinion but it can only get better. For now though I think i'll stick to Illustrator since it's a LOT faster to ink on there even though I loose some of the attention to detail. I'll see if I can't keep the line quality from being too much out of my control though.
More to come.
Tuesday, March 5, 2013
Demo Reel
Still need to buy a website but once I get one it will be on there as well.
Rendering took a bit longer than I expected but I'm happy its finally done. Most of the time it took to do all of this was taken up by the lag caused by my computer doing too much with too little ram. Can't wait till I get a better one.
Monday, September 17, 2012
Desert Level
Asset Models
A few simple models used in a class project to flesh out a level.
Has 4 separate rings and a center so that they can rotate around it. One of the Dwarven puzzles in skyrim was on my mind as I made this. Mostly edge loops and moving vertices around only took about 3 hours. Used a forerunner texture from Halo for the details in zbrush.
Could have done much better on the diffuse texture seeing as I took time to use Zbrush to make a normal map for it. Took in between 3 or 4 hours. Spent an extra hour in Zbrush.
This was the largest thing on the level, the spine was partially in the dirt. The only thing is I forgot to export it with the normals smoothed so it looked blocky... The model didn't take long to make, I duplicated the same vertebrae and extruded along a CV curve for the cage. Took me about 2 days.
A small cow skull. The Uv's were done in Maya when I probably should have pelted out with the UV master extension in Zbrush. My teacher was rather impressed at how fast I got this modeled and UV'd though, took less than 2 hours.
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