Sunday, 22 March 2015
Arioui Mask Development
Attempting to design a hood using cloth simulation physics in MD4. The finished result will be exported to ZBrush for further detail.
Further concepting of the Hood.
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
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
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.
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