A quick paint over my model in progress and some reference for the body shape.
Gallery of reference images follow - (some nudity).
Starting to work on some rough sketches for a comp on Polycount titled Beast. A quick dump of one of my initial ideas for Buffalo Girl.
I have just finished an illustration project for Wickham Park productions, where I worked on poster/teaser image for one of their films in pre-production The Sidekick, its film set in world where super-humans/hero's exist, but in a tightly regulated world where they are more like Nascar drivers that your standard marvel/DC supes. The film is chiefly on the the sidekick, a non hero who is more heroic than the "hero".
Anyway if you want spoilers go to their site for more info: http://www.wickhamparkproductions.com.au/
I supplied initial sketches one of which was approved - the producer Bec wanted an understated grungy feel to the image - something that showed the chief protagonists' position in that society/world. Once the intial layout was approved I sculpted out a posed version of my character, which was then rendered out in Keyshot, then came a lot of photobash/texturing/painting and over painting in Photoshop.
The final layout was cropped in from my original image but pretty stoked with the text and overall feel of the final image. Great to work with them - very passionate people looking forward to working with them again.
Kind of a double post/crossover with my my sculpt-forms work, I contributed some digital sculptures to a short independent film a while back, its now making the rounds on the internet, produced by a group known as "The double-blind experiment - No1" - see more on the project and the video on vimeo here: https://vimeo.com/119089169
So from that I have set up the sculpts that I did for the video as 3D prints available on my Shapeways shop here: http://www.shapeways.com/designer/Jake_Hempson
(or you can go to the shop on the www.sculpt-forms.com site).
I have to say- very impressed with the default PBR material set ups in 3D Coat - I have yet to transfer the maps to my final render-er but I am getting great results in the default PBR preview window. Should be a boon to the hard surface texture work.
I will probably bake my AO maps in another ap such as modo as the AO bakes in 3DC are based off of an array of lights in a dome rather than a true AO. But so far so good.
The model above is a leg of a larger industrial mech named Bernard which I hope to finish up this month.
Revisiting an old games project I was working on, speeding up/improving my hard surface work. I am looking at a complimentary workflow with Z Moddler and modos tools, the suit design will change as I am not convinced by the 80's era shoulder pads but then again it could fall in the unreal multiplayer frag -em school of design. Anyway - I am just going to have some fun with experimenting with shapes - and will most likely be rebuilding most of the current geo from scratch as its a bit nasty at the moment.
Wow, working in clay again... its been a long time.
I have finished Simon Lees introduction to concept sculpting core class. Working in chavant and monster clay, picking up loads of techniques and tips. Asides from his day job developing creature concepts for film Simon also runs an introductory on-line core course, as well as advanced courses on site on creature sculpting, using the human body as base - you can find out more about here on his website here:
I finished the course about 3 weeks ago. It was a steep learning curve, with some of the the key points (Simon's key techniques and workflows aside) being: have fun with it, love it and practice, practice, practice (and repeat) - also don't be afraid to mess up - always keep learning and if you don't love what you are doing then you probably shouldn't do it.
Interestingly Simon uses a lot of musical terms to describe his workflow and mind set, when concept sculpting, (hopefully he gives himself time to learn a musical instrument at some point, as it seems to be a passion of his), he talks about the rhythm and flow of a piece and during live reviews would show examples of his own pieces to illustrate key points to students on their work.
I still have lot to work on with regards to both my physical (clay) sculpting and my digital works - Simon picked up on the key areas that I need to work on- posing, anatomy (can always be improved on), lines of action and body language. All of which you can see in the early initial block out of a sculpt. As far as Simon was concerned, detailing techniques can easily be learned, getting the core of the sculpt working is a far more important step to get right. So the core class course wasn't about getting a finished sculpt out in the six weeks, but more about absorbing knowledge through practice under his tutelage, practicing and practicing (repeat to infinity) building on ones confidence to be able to quickly and comfortably build readable forms... gaining control of the clay... so on that I had better get sculpting - to rest is to rust.
I was lucky enough to do some hard surface modeling work in modo for the amazing photographer Damien Bredberg. The brief was to build a iPad controlled octocopter that could carry a person suspended underneath it, to be integrated into a shoot for Damiens work on a Lenovo and Instagram campaign.
It was great to have a play with modos rendering passes and shader library and get more used to the modo modeling toolset. I used reasonably similar HDRI to the real environment of the shoot for the base lighting, plus a couple of lights to replicate some of the key spots in the final plate. It was pretty quick turn around project - looking forward to doing more of this type of thing in future.
You can read more on Damiens work on the Lenovo - Instagram project(s) here - (also be sure check out the rest of his very cool work):
VFX artist and sometimes animator, this is my blog.