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.
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.
Thursday, 19 September 2013
Rolex Daytona, Modeled in Maya
I've always wanted to try out product visualization and I found these tutorials on Youtube explaining each step on how to model a Rolex Daytona.
Thursday, 4 July 2013
Robotic Spider, Modeled in Maya
This lecture based project is a pipeline that starts at concept and finishes with a composite. High detailed hard surface modeling was a great interest, so I decided to give it a go.
Turntable animation.
Screen recording of the animated spider. This was as far as I got in the process
because I was encountering issues with rendering multiple passes in Maya.
Thursday, 30 May 2013
First Model & Animation in Maya
This little project took one week while learning Maya's vast interface. I followed along with a series of lectures that introduces Maya to beginners and gives a overview on how to model, texture, rig a model and finally animate the model.
Friday, 17 May 2013
First unfinished 3D sculpt, Sculptris & ZBrush
Yup. Very first sculpt. But it's unfinished.
I've occasionally gone back to the sculpt to re-think how I should work on the design, especially the design of the head. Unfortunately I can't think of possible detail to include below the eye/mouth area.
Planning and careful consideration definitely helps when it comes to future projects!
The images below show what the sculpt used to look like. Originally the creature was sculpted in Sculptris, and not ZBrush. Sculptris was a good way for me to try my hand at digital sculpting for the first time. Once the creature looked like it does in the images below, I then wanted to try out ZBrush for the first time and do some further modifications (as shown above).
Subscribe to:
Posts (Atom)
















_2.jpg)
_1.jpg)


