Monday, December 12, 2011
Sunday, November 27, 2011
Mind Thoughts
My 80 Dlist Boys were recently printed in MIND-THOUGHTS: "Collected" by Adam Kurtz. It's an honor to be part of this project and featured amongst some other fantastic artists.
Check it out here.
Monday, November 14, 2011
Zbrush
I've been playing with Zbrush all weekend. Here are the best results. I also re-sculpted the Bird Queen model that I was working on in Mudbox now that I've got the hang of Zbrush. The results are very different as you can see in the comparison image. It seems like Zbrush has better pressure sensitivity so sculpting in that software is more akin to digital painting where in Mudbox I'm always aware that I'm working on a 3D mesh which likely accounts for the stiffness. A note of interest: I spent twice as long working on the Mudbox version accomplished much less in that time. Hopefully I'll have time to get Buster the spaceman into Zbrush before I finish this project.
Also attached is the new concept art for the Bird Queen. I changed it around so that there would be more sculpted detail than in the original.
One last note: the female bust is based on a somewhat iconic Richard Avedon photo of Jacqueline de Ribes.
Also attached is the new concept art for the Bird Queen. I changed it around so that there would be more sculpted detail than in the original.
One last note: the female bust is based on a somewhat iconic Richard Avedon photo of Jacqueline de Ribes.
Sunday, October 30, 2011
Buster (Just about done)
Here are some beauty shots of Buster. There are a few little things with the normal map that I want to clean up and some small details in his face and body, but this is pretty close to the finished vision. My goal was to combine the diffuse, spec, and bump maps in a way that somewhat "realistically" simulates many different kinds of materials.
Even More Mother Concept Art
Some typography explorations and a test render of Anna that I made with Maya, Mudbox, and AfterEffects. The result is coolish, but I think I'd rather draw the characters by hand than use 3d models. The process I used to achieve the flattened effect was to use toon shaders with a highly-detailed bump map (to pick up the strands in her hair) and then in AfterEffects split all the color layers and reassemble them like a screen-print.
Tuesday, October 25, 2011
More textures for Buster.
Been working on his suit and jetpack. Having a lot of fun with bump & spec maps (plus dialing in the blinn settings).
Labels:
buster,
game project,
photoshop,
render,
texture
Sunday, October 23, 2011
More Mother Concept Art
Saturday, October 22, 2011
Buster's Colors (A Start)
Sunday, October 16, 2011
A slew of new things.
Monday, October 10, 2011
Buster's Hands
Saturday, October 08, 2011
Successful Normal Map transfer
Here's my progress on Buster. Spent a few hours on hardening the angles in his hair and on his body. Also tried exporting a Normal Map to a low-poly mesh and am pretty happy with how the results are reading in Maya. There are a few artifacts I have to work out, but otherwise it looks much higher-poly than it is.
Thursday, September 29, 2011
Buster Updates
Wednesday, September 28, 2011
Buster: Model
Here's a preview of the Buster Model. The first image is from Mudbox with 5 levels of subdivisions and the second two images are exported normal maps on the base model in Maya. Still tweaking him in Mudbox. This was an (unsuccessful) test from Mudbox to see how a normal map would render out for a base level mesh, but there is not nearly enough geometry to support it, causing the ugly shadows. Also a little lost on the textures. I'm caught between wanting to do photorealistic textures and stylized painterly look and just need to decide.
I am, however, pretty happy with the way that helmet is picking up light!
I am, however, pretty happy with the way that helmet is picking up light!
Wednesday, September 21, 2011
La Femme
Subscribe to:
Posts (Atom)