GIO : TVC 12/01/2011
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. Add Comment Back to basics ZB 11/01/2011
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. Blend Shape Wires 05/18/2011
MadMan: Blend Shapes in Maya tests 05/18/2011
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. Mad man update : concept rough 05/08/2011
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. MadMan : Update 04/08/2011
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. Heavy Man update: First pass topology 04/06/2011
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. Water Seller update 03/21/2011
Troglodyte WIPS 03/21/2011
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. MadMan Facial anim test 03/21/2011
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 | JakeCharacter artist and sometimes animator, this is my blog. ArchivesDecember 2011 CategoriesAll |









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