
This gallery contains 8 photos.
I just wrapped up my final entry and sheets for the challenge. Check them out and let me know what you think! Thanks for watching.
This gallery contains 8 photos.
I just wrapped up my final entry and sheets for the challenge. Check them out and let me know what you think! Thanks for watching.
This gallery contains 1 photo.
Texturing is complete and the spec map only needs simple adjustments. Along with rigging and the final pose will come completed presentation sheets, so stay tuned!
This gallery contains 4 photos.
After a few days of retopo, UVing, and baking I have my final lo-res mesh. I imported it into Marmoset Engine to get a few screen caps. Time to texture! Update: First pass on texturing is almost there.
This gallery contains 1 photo.
I’ve been really busy this week finishing a number of projects up, but I did have some time to finish up my zbrush sculpt for the Comicon Challenge. Next is retopologizing the hi-res and UVing followed by lots and lots … Continue reading
This gallery contains 6 photos.
A few weeks ago my favorite Transformers forum TFW2005 announced a contest in conjunction with Razer asking contestants to “Create, draw or photoshop an image showing TFW2005 as a video game from any gaming era.” My two favorite things, how … Continue reading
This gallery contains 5 photos.
I’ve been pretty unmotivated lately in terms of creating real time characters, but my friend Satoshi convinced me to participate in Game Artisan’s Comicon Challenge. This year the theme seemed pretty interesting: “This year’s theme for 3D Character Artists and … Continue reading
I recently re-read many of H.P Lovecraft’s more famous works and after visiting, “The Shadow Over Innsmouth,” I was inspired to create a portraiture of someone showing the later stages of their transformation. This is the result:
Click here to view the high resolution image
Zbrush, Maya, and Photoshop were my weapons of choice. I created the base head using zspheres and all the other accessories started as cubes in Maya. I used the GoZ feature to quickly get them in the scene in the correct scale to the head. Here are some early wip (work in progress) shots that show a bit of my process
I decided to go for a still image so I didn’t have to worry about poly count and I could just let myself have fun without worrying about technical constraints. I also decided to try a new method of rendering out multiple passes and layering them in photoshop. This allowed me to tweak them individually which gave me an amazing amount of control over the final image.
I also modeled some addition props such as a brooch, and a pendant, but unfortunately I didn’t feel like they added anything so I left them out. They are supposed to resemble some of the strange golden jewelry the citizens of Innsmouth would receive from Dagon and his Deep Ones.
Here is a brief tutorial I put together on how I achieved the final results.