The Zoth was my entry for the Dark Crystal contest which was really just an excuse to do some creature design work in Zbrush and work on my illustration and composition skills. I finished this in a number of weeks … Continue reading →
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 … Continue reading →
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. … Continue reading →
I contributed a number of 3D assets to an indie game project called Nekro which is currently in Early Access. Here is some of my work! I made a quick and disorienting speed sculpt video of the creation of … Continue reading →
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 →
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.