Saturday, December 10, 2011
Friday, December 9, 2011
Friday, December 2, 2011
Wednesday, October 5, 2011
sigmunds meat tears
Friday, August 26, 2011
Thursday, June 23, 2011
Sunday, May 15, 2011
Friday, April 22, 2011
Sunday, April 10, 2011
Saturday, October 16, 2010
maya test renders using maps i made in marri, with some photoshop modification
I dont think I want to use yerka's original painting as more or less the entire texture (as this one is slowly turning into). But I will complete it so I can use it in previs this way and then down the line in animation land I can go back to some good ole look development to try to give it some fure and not have to fake all this texture from the painting
mari test
Thursday, June 17, 2010
Wednesday, June 16, 2010
Tuesday, June 15, 2010
Monday, May 31, 2010
Sunday, May 23, 2010
Saturday, May 1, 2010
Tuesday, April 27, 2010
concept art
Monday, April 26, 2010
render + texture tests
uvmaster worked perfectly, literally perfectly
iv talked some crap on it before because of how it unwraps meshes with multiple parts, but this dude was single mesh (body), I am super impressed
this is a test render in maya, with displacement
i still need to do some more zbrush work (texture), and ill fix up texture (quick polypaint in zbrush)
but at least i can start with the fun part, playing around with shave and a haircut
iv talked some crap on it before because of how it unwraps meshes with multiple parts, but this dude was single mesh (body), I am super impressed
this is a test render in maya, with displacement
i still need to do some more zbrush work (texture), and ill fix up texture (quick polypaint in zbrush)
but at least i can start with the fun part, playing around with shave and a haircut
Thursday, April 22, 2010
thesis model wip
Monday, April 19, 2010
Sunday, April 4, 2010
WIP update
kinda been sluggin on this guy cuz iv been busy doing other stuff, but i think hes more or less ok now, a couple hours or so more of tweaks (mostly legs) then its time to build the armor pieces. I did textures on him again, but avoiding the previous mistake I made by making them part of a layer, so I can go back and work and sculpt on the model, and the textures will still be there.
did some more color and render tests, this is using the sketchygummyshine one, same one i used for the headless husk , I dont think im gonna end up using this one, it kinda blurs out some of the details
did some more color and render tests, this is using the sketchygummyshine one, same one i used for the headless husk , I dont think im gonna end up using this one, it kinda blurs out some of the details
Monday, March 29, 2010
Sunday, March 28, 2010
wip update
so this is the version i went back to, I went a little crazy in the higher levels and with textures and decided to go back and work on it again, im still not 100% about how i feel about those ridges on his back, just experimenting
this is the overtextured one I had that had to let go and redo (huge waste of time)
Friday, March 26, 2010
wip update
tried playing around with some other colors, and added some more detail , prob 1 or 2 good zbrush sessions away from being done, then time to rig his face
i think i might just finish sculpting zbrush and then paint this dude in mudbox, mostly becouse of the option to paint specularity, i dont believe zbrush has that, i might be wrong though. I think putting extra spec on areas that are very boney can really add alot to it. and after that its gonna be time to model the black lumps of bodies that r to be like his armor
Wednesday, March 24, 2010
Monday, March 22, 2010
zbrush project
Subscribe to:
Posts (Atom)