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jake hempson :
GIO : TVC 12/01/2011
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One of my first mini jobs at Cutting Edge was a bit of modeling for an insurace commercial for GIO.
I modeled the rocket and missile silo based off the agency concept - a thunderbirds-esque style, and made up the base colour,spec and bump maps. I will post up some WIPS and an initial more Jules Verne style one soon.
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Back to basics ZB 11/01/2011
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Well, its been a long time since I have posted or updated, work does that to you.
Back to basics in Zbrush 4.2, working my way through Ryans  ZBrush workshops, starting from the begining re-learning Zbrush - there are loads of little features which I have missed with this app. The head is 2 or 3 hours play from a sphere using dynamesh.
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Blend Shape Wires 05/18/2011
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Some key poses from  within Maya  with the wires on.
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maya blend shape key poses
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MadMan: Blend Shapes in Maya tests 05/18/2011
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The characters base facial proprotions have changed a fair amount since my last post - as you can see from  the neutral pose.

My first pass facial animation- initially blocked out using ZBrush,  then corrected and tweaked in maya using artisan sculpt tool and soft modification transforms - ideally I  would have separated the face into 4 quadrants and create blend shapes for those sections then create a UI in Maya to drive the sections, but for now I am  going to explore how far I can go just doing full mesh tweaks on the entire head. I plan to throw in some very asymetric poses.
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Mad man update : concept rough 05/08/2011
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Just roughing out where I want to go with my mad man  character,  a quick PS paintover with the little flying tweety type birds in  the shot - should be good to push some extreme poses.
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MadMan : Update 04/08/2011
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Minor update to my Madman,  adding more character to his face, added his dressing gown. Stilll to finish  his texture adding eybrows, more wrinkles and stubble to some sections.
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Heavy Man update: First pass topology 04/06/2011
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First pass on  his topolgy-  to do some testing posing and skinning in Maya-  then once  Happy - generate displacement, normal and duffuse maps for him -  I  think the back may be little too  dense and needs some optimising.
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Water Seller update 03/21/2011
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I have made some updates to him after some good feedback for  CGFeedback - still lots to do.
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Troglodyte WIPS 03/21/2011
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I have been workingon this guy for a while -  modeling up a hyper muscled man thing (Troglodyte is my working title for character- I was based him off of early Urukai/cave troll concept sketchs )

My aim is to eventually rig this character up aiming to demonstrait a knowledge of anatomy, modelling for deformation and quality skinning/rigging in Maya (as well as good texturing – a given) for my reel.

Busy working on the the base 3DCoat sculpt long before I retopo and take into Zbrush for detailing - I have been looking at reference of a wierd body building phenomina called roidgut - where the abdomen is distended but still muscled - I wanted a strong mans big belly not just pure fat, it will probably hang more in  the finished version and a little softer looking than it currently is.
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MadMan Facial anim test 03/21/2011
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Just a  quick test with blending layers in ZBrush -  which  will  be transfered into Maya  a la  the new Blend Shape plug in for Maya -  which  I  have to say  it pretty  darn cool-  see  here on the ZBrush Forums for more info here

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    Jake

    Character artist and sometimes animator, this  is my blog.

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Jake Hempson, 2012 All artwork by Jake Hempson unless stated otherwise. Reproduction in whole or in part without permission prohibited.