I was doodling and came up with a cool idea for a Zbrush illustration. I wanted a floating skull with a military uniform. I picked a Nazi uniform and decided to replace the standard medals and pins with ones that looked more esoteric.
Cranked out some starter geo in Zbrush…
Then worked out a test render…
Here are my finals! This was completed in photoshop using the same method as the others.
For the last few years I’ve been attending the Lovecraft Film Festival here in Portland and have wanted to contribute my art to their campaign, whether it be poster art, or something else they could use to promote the festival. During the first year I had my piece, “The Innsmouth Look” shown on the big screen along with dozens of others’ art – and while that was pretty cool I definitely had my sights set higher.
So, I approached the organizer, offered my services and was given the opportunity to create the poster art for CthulhuCon 2015! I started by creating some mockups, or quick sketches to get an overall direction.
The sketches were created in Sketchbook Pro, and after the direction was figured out I went right into modeling Cthulhu in Zbrush periodically rendering out tests to figure out composition.
I then created a preliminary render test, adding colors and the background to get a better idea of the end result. This is where I ended up after about 2 hours of work. I really like how turned out, the atmosphere is foreboding and the subsurface scattering while wildly excessive turned out great. This initial test was low resolution and not print quality, so I rendered everything out again…
Like my previous illustrations I rendered out various passes using Zbrush’s BPR render feature then layered the passes in photoshop using a variety of blending modes. The color was added in Photoshop, as well as the background (from NASA photography) and effects. Finally, I added a little chromatic aberration to create an other worldly feeling.
Here is the final poster! My work was also featured in an article for Oregon Live!
On April 3rd 2013 it was announced that the great developer/publisher LucasArts was no more. I had grown up during the best years the fabled developer had to offer and experienced many of their ground breaking titles including Dark Forces, Jedi Knight, Monkey Island, Full Throttle, and Day of The Tentacle to name a few. But perhaps the title I appreciated the most was Tim Schafer’s Grim Fandango.
Moved by the closure of the studio and reflecting on the time spent with their games I created this portrait of Manny Calavera, travel agent of the dead!
“You can’t hide from the Grim Reaper. Especially when he’s got a gun.”
Created in Zbrush with some Photoshop editing at the end for value and color adjustments. Total working time 2 hours.
About 2 years ago I decided to create an Holiday card to share with friends and family. I didn’t want to do something traditional and opted for something darker…
For those who don’t know, the Krampus is a horned, anthropomorphic goat like creature who punishes bad children during the Christmas Season, essentially the Anti-Santa Claus. What a cool tradition!
Gruss vom Krampus translates to Greetings from the Krampus!
I created this piece in Zbrush with some minor editing in Photoshop using the same method as my other illustrated pieces. I rendered out multiple passes consisting or color, ambient occlusion, shadow, depth, and finally a fiber pass for the hair. I layered them on top of one another in photo-shop using blending modes, and ta-da! Total working time was about 6 hours.
During my last few months at SOE I had the pleasure of working with some of the most talented character artists I had ever collaborated with. Mat Broome provided the concept and Kenneth Coker supplied a beautiful base mesh for me to sculpt on. We all had our hands on the majority of the characters, but the NC Infiltrator is one I had ownership over, and one I am most proud of. It was definitely the most challenging character I’ve created during my time at SOE, and I hope you enjoy playing him in game as much as I had fun making him!
During the normal chaos of keeping up with work cool always seems to pop up that demands my attention. This time it was Valve’s DOTA 2 contest hosted by Polycount. You can check out the brief along with all the other great entries there.
The contest involved taking a character from DOTA 2 and design an item set for them. I chose Slardar as no one else seemed to be interested in this weird, and Lovecraftian creature. Here is my final entry. Enjoy, and if you want to give me a vote, every thumbs up counts! Just click here, and each piece and gimme a thuuumbs up!
I really love the work of Aris Kolokantes and find that his sculptures make really dynamic subjects for speed sculpts within ZBrush. I chose this sculpture below for reference and inspiration. Check out http://ariskolokontesart.blogspot.com/
“Albino” – Aris Kolokantes
I started the model with zspheres, then once I reached a certain subdivision level I rebuilt the mesh and projected all the exisiting detail on to the new surface. This allowed me to get even greater details for the finishing touches.
Here is my early progress:
Retopology and higher detail levels
Polypainted and rendered using layers in Photoshop