Currently working on

Tuesday, 12 February 2013

G-Man: Ray Johnson_ClayRender


 

I finished up the final polish pass on the G-man sculpt and threw it into max for a wee render.  There's bits I'd still like to tweak, but for now I'm going to move on to making the environment and his cadillac and then give him a once over with some fresh eyes later on.
I was lucky to get a gold award and Top Row on CG Hub this morning which was a nice surprise.

G-Man: Ray Johnson_ZbrushSculpt



Wednesday, 6 February 2013

Wednesday, 4 July 2012

Pteroscent: The Blue Hour

Here's a creature I created from a sphere using Dynamesh in Zbrush. I polypainted it and rendered using BPR in Zbrush, compositing in photoshop.
Its inspired by the amazing creature designs of Carlos Huante



My first step by step tutorial into the making of Pteroscent is featured in this months 3DArtist Magazine.  It covers the workflows I used to create the creature using Dynamesh in Zbrush, along with tips on Polypainting and Rendering.
Kind of wish I spent a bit more time on the final illustration. I'd like to have got a bit more movement in it, but its all good practice I suppose.

Hope its a useful and interesting read.

There's a whole section on the great work of Carlos Huante, which is very cool.  Check it out ;)

Wednesday, 20 June 2012

Monday, 9 April 2012

SheiBe


CG HUB
Software used: Zbrush, Photoshop
Here's something I've been chipping away at during my lunchtimes at work. It started as a speedsculpt whilst listening to this crazy song  http://www.youtube.com/watch?v=_sNi9nIXxVo, but it ended up as a small scene...With guns.

The piece was created entirely in Zbrush using dynamesh, shadowbox and the new clip/insert brushes. I polypainted the parts, lit the scene with lightcaps, rendered using passes from BPR and composited them in Photoshop.

SheiBe was chosen for CGHubs Gold Award and made Top Row in the Editors Archive , which came as a bit of a shock.  It was definitely worth sacrificing a few pasties for =)


Friday, 16 September 2011

Freelance Character Art


Here's one of the female fashion models I made for a virtual dressing room prototype. The real-time simulation was run in the Gamebryo engine, the models are around 7000 poly's with 1024 texture pages. 

Software Used: 3ds Max, Maya, Zbrush, Photoshop, Gamebryo, Marmoset

Sunday, 21 August 2011

The Tramp



Software Used: Maya, Zbrush, Photoshop

Monday, 27 June 2011

Freelance Stuff (Apps)

Here is a scene I made for an App on symbian mobiles, modelled in Maya and rendered using mental ray in 3ds max. Alan The Chanting Pie sings Football club anthems. Mouth movements were acheived using simple morph targets in Max. Zbrushing the pie was a bit OTT, but it was good fun :D
Software used: Zbrush, Maya, 3ds Max, Photoshop, Adobe Premiere
Copyright: Marvellous

Dave The Waffling Hamster is a mobile app thats just been released for Symbian Mobiles.
The hamster and the environment were built in Maya, textured, and rendered using Mental ray. The hamster triggers animations when interacted with (touched), the hamster was rigged, skinned and animated by Joseph Lewis.
Software used: Maya, 3ds Max, Photoshop
Copyright: Marvellous


Monday, 23 May 2011

Brink: Artwork

Here's a few shots of some of my artwork in game and sections I worked on. Art assets were taken from concept and seen through to completion. Workflows included blockout modelling, high poly modelling, low poly modelling, low poly baking and texturing of assets from scratch/photosource, with a modular section approach. Prop and asset placement within the game editor. Game testing, polishing and optimisation

Software used: Maya, Zbrush, Photoshop, ID tech 4 based editor, SVN

Thursday, 28 April 2011

Brink: Art Screenshot

Here's a screenshot showing the aquarium level. In front is my SweeperBot prop...Not only does it keep the fish tanks clean but it provides excellent cover from death inducing gunfire, take coverrrr

Friday, 12 November 2010

.45_Bowshers_Render


Software used: Maya, 3ds Max, Mental Ray, PS

Sunday, 10 October 2010

Poseidon_V2


A depiction of Poseidon God of the sea. The basemesh was quickly created from Zspheres in Zbrush and tweeked in Maya, then the mesh was sculpted and posed in Zbrush.
Software used: Maya, Zbrush, PS

Sunday, 19 September 2010

.45_Bowsher HighPoly

A high poly pistol/flashlight attachment based on the mighty colt 45.
Modelled in Maya.
Rendered using custom matcaps in zbrush, composited/painted over in PS.

Thanks to Wayne Lee for the 'quick grid' and 'quick cam' scripts for maya. These scripts are great for precise modelling of small detailed components and speeded up the workflow in general. Cheers Wayne!

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