Sunday, December 20, 2009

Polish, Refine, Polish

I have been putting some time into my acting scene and this is what I have so far. I'm pretty happy with it. C&C are encouraged!

Thursday, December 10, 2009

Tuesday, December 8, 2009

Creature Design

Creature Sculpt (Work In Progress)

This is the lowest resolution of the mesh, displaying polygroups in different colors.

This is what I had going for ZSpheres before I created Adaptive Skin.

Now that I have ZBrush 3.5, I probably won't be using this pipeline anymore.

I will continue to post my progress on this piece.

Friday, December 4, 2009

Playing With Shapes in Alchemy

I just started using Alchemy and was experimenting with shapes and their interface. The process is quick and it's easy to get your thoughts out onto the canvas with Alchemy's shape drawing tools.

You can get some really cool and aesthetic shapes with the gradient tool with mirror on.

Alchemy is a great tool that should be thrown in every artist's arsenal.
Check out the great Andrew Jones creating some sweet shapes with synthed musical notes.

This one's pretty old. A man sitting next to me at the airport oversaw me working on this piece and offered me a job to redesign the look of his company.

He never contacted me.. but it was satisfying to catch someone's eye and appeal more than sub-standard.

Wednesday, December 2, 2009


I finally got my hands on ZBrush 3.5 and have been playing around with ZSpheres II, they're awesome! I created this creature concept to familiarize myself with the new zsketch tools. The sketching brushes are really easy to use; I had a lot of fun.

Saturday, November 28, 2009

This is a Crucifiction

Rough blocking of my first acting scene. It's really exciting to be animating to dialogue, especially John Malkovich, he really accents his speech. I can't wait to finish this piece.

I'm 100% open to critique. I think I overanimated the jaw a bit, I will probably tone it down and make the lips more expressive.

Friday, November 27, 2009

Working with ZBrush and Maya

I had one week to develop concept for a head sculpt, re-topologize the geometry in ZBrush, unwrap and UV in Maya, and generate a color map, displacement map, and normal map using ZBrush and Photoshop. I had a lot of fun with the process, and I ended up spending about 8 hours on it total.

This is the low poly mesh that was imported as an OBJ from ZBrush to Maya.

Here is a breakdown of the maps. This was my first experience using displacement maps and proved to be a good learning experience. I have to watch it though, my seam from the UV unwrap is pretty messy and you can see it protruding through the mesh.

Click Here for Higher Quality
Final render of the alien with mental ray.