Looking at bots with Furio Tedeschis' workshop - hard surface sculpting. Decided to do a quick paint over a full body medi-bot - and helm variations.
Below that the start of some sort of a heavy which may be the more sensible one to start off with when learning the shape language - as a hard ass mech might be more sensible to start off with to get my head around the techniques that Furio uses then go back to the medi-bot. Week one is all about playing with the tools - insert brushes,hpolish and the usual favourites - clay and damn standard brushes.
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More detailing to come - more work needed on skin pores and wrinkles. Then final renders and then put this baby to bed.
An update on the heavy guys body - still to finish off arms, forearms hands and feet - there is way too much happening on the forearms, but that will be toned down.
Old Roman, head sculpt in ZBrush , to eventually be rendered in Maya with VRay with the usual beautiful sss.
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. 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 |
JakeVFX artist and sometimes animator, this is my blog. Archives
February 2016
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