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.
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 ;)
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 CGHubsGold 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 =)
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.
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
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
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
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 Leefor 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!