Saturday 19 July 2014

Human Anatomy Development

This Male torso took a day to sculpt (on and off). There's still more adjustments left to do and perhaps posing it, or adding additional limbs to create a male figure.


Wednesday 16 July 2014

Environment Creation in Cinema 4D

This is one of the many projects I've been working on in my spare time. Using environmental modeling techniques in Cinema 4D, I'm making a scene that's inspired from Venice Architecture. Eventually there will be a few other models to accompany the scene, as well as textures.



Using Cinema 4D to explore Low-Poly modeling. Eventually I'll be exploring more of these techniques to create various works that are abstract compared to what I usually work on. 
 


Friday 2 May 2014

Human Bust Development

Here's the final progression from simple sphere to finished result! The goal was to learn how to make a simple character with realistic skin all on ZBrush. Eventually other sculpted objects were added to the character, for example the clothing and headset. The head itself has been retopologized, so it can be rigged and animated.

Using projection master in ZBrush with Photoshop to create a skin texture on the model.
Experimenting with different lighting and filters to use in the final render.
Below is the composition that was done in Photoshop. It has a Dead Space theme to it which I'm quite happy with. Overall this project was very fun and I learnt many techniques along the way =)

A simple 360 viewing of the sculpted character.
         
          Character Bust Turntable from David McCarty on Vimeo.

Saturday 22 March 2014

Concept Art - Star Trek Horizon

                           First quick attempt in Matte Painting an environment concept.

Thursday 6 March 2014

Making of the stone golem

Nature is an unlimited source of resource and inspiration and I've always wanted to sculpt something that uses landscape sculpting techniques, as well as keeping creatures/fictional creations in mind. The Gnomon Workshop has lectures on environment sculpting and production which were very useful in the creation of this stone golem. 

These 2 images below show the development in regards to sculpting, adding and removing assets, and experimenting with lighting. The process of sculpting rock can be difficult because its so organic and experimental. Usually is comes down to using a few set brushes and coming across happy accidents. 
                             

 Using ZSpheres to sculpt undefined trees and vast root networks

 Using Fibermesh to create grass. This is the first time I've used Fibermesh so I'm not quite sure how it'll look in the end.

Later on development with rock and tree sculpting. This is probably a more successful attempt at creating a more realistic grass. 

Front and back render. I think the golem's right arm with the broken tree trunk is still unfinished. The tree trunk itself probably doesn't belong there, and more definition is required.

Once the sculpt was done I took multiple render passes into Photoshop for further concepting. The right arm has been developed further and texture/paint layers were applied. The image isn't a final concept, but more of an addition to any further development.



Saturday 22 February 2014

Creature Concepting in ZBrush

Ben Mauro's lectures on creature design was an awesome way of getting back into ZBrush after trying out Maya for awhile. 

This is the first completed ZBrush project I've done. Although its only a concept, so getting feedback on it can allow me to make further modifications =)

Rendering the sculpt in multiple passes then importing the renders into Photoshop for texturing.

Before any sculpting was done I quickly did some simple silhouettes on Photoshop to get an idea of a possible concept in mind.

Looking at the creature I designed a few months back I now think it requires lots of improvements in the overall anatomy. The image below shows the changes in the creatures anatomy. The sides and back are not as desirable as the front, but as a concept I think it's a vast improvement from the previous attempt.


I applied similar texturing and rendering techniques that was used in the previous concept, but also added more definition and contrast. Sculpted in ZBrush and composited in Photoshop.