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 … Continue reading →
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.
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 →
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 →
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:
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
early stage of sculpting
defining the major details
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.