I haven't done any 3D at home for moths so I've decided to get back into it and try some stuff
I spent a few hours on this today, it's based on the famous Catalan cellist Pablo Casals, I have a plan to do a full character, we'll see how that goes...
Sunday, June 24, 2012
Thursday, March 15, 2012
Half day model
Wednesday, March 7, 2012
Ziltoid the Omniscient: A triptych
Ziltoid the Omniscient

We saw Devin Townsend last week and Pete suggested that I do sculpt of the puppet Ziltoid.
I've spent about 5 hours on this.
Zbrush, zpsheres, dynamesh, retop with wrapit, simple rig with max bones, displacement created with Zbrush, rendered with vray and comped in nuke.
If I can be stuffed I will do the hands and some morph shapes for his face.
This render is some quick poses using the bone rig

We saw Devin Townsend last week and Pete suggested that I do sculpt of the puppet Ziltoid.
I've spent about 5 hours on this.
Zbrush, zpsheres, dynamesh, retop with wrapit, simple rig with max bones, displacement created with Zbrush, rendered with vray and comped in nuke.
If I can be stuffed I will do the hands and some morph shapes for his face.
This render is some quick poses using the bone rig
Monday, March 5, 2012
A Distorted King of Norway
This is a caricature of the king of Norway based on an image manipulation using photoshop's content aware scale by forums user Grei Skuring on the Somethingawful.com forums. I just liked the proportions and wanted to make it in 3d. Spent about 2-3 hours.
Good excuse to mess around a bit with Zbrush's fibremesh and BPR functions also
Good excuse to mess around a bit with Zbrush's fibremesh and BPR functions also
Friday, February 24, 2012
Sunday, February 19, 2012
Monday, February 13, 2012
Shader progress
Thursday, January 26, 2012
Sgt. Colon
Tuesday, January 24, 2012
Monday, January 2, 2012
Jackrum WIP2
Tweaking of the shader and attempting to balance details
This has a little bit of sharpen added in photoshop as I was trying to get that high contrast B&W
look like the photography of Mark Story
I'm having a few issues balancing the shader glossiness/spec and the light size and intensity, I seem to be chasing them round in circles a bit.
Need to make eyebrows and eyelashes and maybe tiny facial hairs
This has a little bit of sharpen added in photoshop as I was trying to get that high contrast B&W
look like the photography of Mark Story
I'm having a few issues balancing the shader glossiness/spec and the light size and intensity, I seem to be chasing them round in circles a bit.
Need to make eyebrows and eyelashes and maybe tiny facial hairs
Wednesday, December 28, 2011
Jackrum WIP1
Started a sculpt a few days ago of sergeant Jackrum from Terry Practhett's Discworld novel "Monstrous Regiment"
The expression is supposed to be a bit more evil and less bewildered than it is now
Costume elements are just at blocking stage this far
Max, zbrush, mari, vray

Different lighting and some more work on the shader
The expression is supposed to be a bit more evil and less bewildered than it is now
Costume elements are just at blocking stage this far
Max, zbrush, mari, vray

Different lighting and some more work on the shader
Sunday, November 27, 2011
Dragon
Saturday, September 24, 2011
Speedsculpt with dynamesh
Sunday, September 11, 2011
Saturday, August 20, 2011
Work on the face
I wanted to get some texturing going and try some blending of displacements coming out of Zbrush with painted ones and getting a bit of a shader together. Lots of tweaking needed.
Getting some good (but harsh!) feedback from Julie about the harmony of the facial details so I have a fair way to go to balance them out properly. Just found a rogue colour correct that was boosting the amount of red in the diffuse, which probably isn't helping. Colour blindness is starting to be a pain in the arse.
Getting some good (but harsh!) feedback from Julie about the harmony of the facial details so I have a fair way to go to balance them out properly. Just found a rogue colour correct that was boosting the amount of red in the diffuse, which probably isn't helping. Colour blindness is starting to be a pain in the arse.
Sunday, August 14, 2011
WIP #2
Tuesday, August 2, 2011
Ogre type thing WIP
Made this in a few hours from my human base mesh. I would like to take it further but I'll see what happens. The head design was heavily influenced by Gio Nakpil's awesome ogre bust. I might have to try and change mine a bit so it's not so similar. It is fun to try and construct a body after the fact though.
Friday, July 29, 2011
Bob Brown Sculpt
Sunday, June 26, 2011
WIP #whatever
some more work on this model
I lost a bunch of work because I stupidly subdivided to 20mil polys and then had saving errors. Stupid, stupid. The model is sitting at 5 million where it will stay for now, some tests with HD sculpting have been promising so hopefully I can use that to add detail. I'm still kind of searching for a surface and musculature that I like but it's moving along anyway. The pose will have to be adjusted to fit the weapon when I get around to blocking something out for it but it's close enough for now.
I lost a bunch of work because I stupidly subdivided to 20mil polys and then had saving errors. Stupid, stupid. The model is sitting at 5 million where it will stay for now, some tests with HD sculpting have been promising so hopefully I can use that to add detail. I'm still kind of searching for a surface and musculature that I like but it's moving along anyway. The pose will have to be adjusted to fit the weapon when I get around to blocking something out for it but it's close enough for now.
Thursday, June 23, 2011
Pose WIP
Putting this guy in a pose. It's really hard to get something balanced and with good shapes that works with the anatomy and concept I have in my head. It's pretty messy right now as the muscles have been pushed around a lot and need to be reformed a bit. Minigun is a downloaded model with extra stuff stuck on it for the moment. I imagine this thing will keep changing as I go along.
Sunday, June 19, 2011
Mutant Lemur #2
Wednesday, June 15, 2011
Mutant Lemur
I was watching a Richard Attenborough documentary about Madagascar that had lemurs in it. Also I wanted a bit of a release from the more realistic restrained project that I'm working on. It's a mutated Lemur monster thing. It's fun doing a more comic book style. I might retop it and move it up a few subdivisions and go full on detail, this is pretty WIP at the moment, trying to figure out proportions and muscle groups.
Monday, May 30, 2011
RETOP
Thursday, May 26, 2011
Reworking the face
I recently saw some pretty awesome human renders and reevaluated where my head model/shader/lighting was at and it was pretty rubbish. I spent some nights this week redoing the shader, refining the sculpt, making new eyes and changing pretty much all the maps. It still needs a fair bit of work, I have to test ways to get some softness into the eyes and there is too much bump and spec on the neck, but at least it's better than it was.
I also decided to only do minimal post stuff on my wips (just a zblur for DOF and a slight defocus to remove cg sharpness) as it hides problems that should be fixed.
I also decided to only do minimal post stuff on my wips (just a zblur for DOF and a slight defocus to remove cg sharpness) as it hides problems that should be fixed.
Sunday, May 22, 2011
Progress
Saturday, May 21, 2011
Hoodie Retop
Saturday, April 30, 2011
Blocking out the rest
I've been blocking out the elements for the rest of the body for this guy. All elements are at varying stages of WIP, the plan is to retop it all using wrapit. I started with a basic naked human mesh and built clothes and stuff around it in max and sculpted in ZB. It's a good challenege to model cloth and something I don't do enough of. The pose is a temp thing cos I got sick of looking at it in a neutral pose. I haven't yet put the top section on the beanie and the jeans are pretty rough. I also thinking of adding headphones as this guy was more or less inspired by people that I see while walking around Melbourne
Wednesday, April 27, 2011
Modeling a beanie
My half arsed explanation of how I modeled the beanie.
-Model a stitch
-Unwrapping at this point can be useful for mappin g bump or disp to each stitch
-Mirror it
-Array the stitches (you can adjust the individual stitch easier when it is arrayed properly
-Array the stitches into a cylinder
-Use FFDs and zbrush to wrap it onto the head
-Use spacing tool and a spline to create the rim
-A circular patch of stitches can create the top cap of the beanie, much like real beanies are made
-Model a stitch
-Unwrapping at this point can be useful for mappin g bump or disp to each stitch
-Mirror it
-Array the stitches (you can adjust the individual stitch easier when it is arrayed properly
-Array the stitches into a cylinder
-Use FFDs and zbrush to wrap it onto the head
-Use spacing tool and a spline to create the rim
-A circular patch of stitches can create the top cap of the beanie, much like real beanies are made

Friday, April 22, 2011
Head WIP #4
Sunday, April 17, 2011
Head WIP3
Relit the scene, worked on the shader, added some hair elements. There is not enough light getting into the eye sockets so they look a bit dark and weird. Things like the eybrows and eyelashes also need a fair bit of work. I need to add a bit of texture variation into the ears like maybe some veins or something, they look pretty flat. I planned to give him a beanie but now I'm starting to thing that will be a pain in the arse. I thing I will give him some kind of hat though
Tuesday, April 12, 2011
I've relit the scene to something more neutral, updated most of the maps, updated the detailing on the sculpt and played with the shaders a bit. I've had to soften the 3d render a bit as I think I have an antialising filter in Vray that is too sharp. Also both my monitors have vastly different sharpnesses which is a pain. I need to get more out of the spec maps and localise stuff a bit more but I think it's moved along since the last render. Funny how how breakup in the skin texture ages him by like 10 years
ZB Sculpt

ZB Sculpt
Sunday, April 10, 2011
As Yet Unnamed Project WIP1
A new personal project I'm working on.
I originally wanted to do a skateboarder type guy so that is where this started.
I'm aiming to do the entire body but I just wanted to do a head so I started here.
Everything's kind of coming together at once which is generally how I prefer to work. So nothing is final at the moment. The general proportions and anatomy, sculpt detail, various texture maps and hair stuff, lighting etc all need to be refined.
I like making ordinary looking people though, something about average looking faces is much more interesting than super stylised or fantasy creations to me sometimes.
The eye and forehead areas are sticking out to me the most at the moment. He looks like he's had botox or something. Desperately needs eyelashes also.
I originally wanted to do a skateboarder type guy so that is where this started.
I'm aiming to do the entire body but I just wanted to do a head so I started here.
Everything's kind of coming together at once which is generally how I prefer to work. So nothing is final at the moment. The general proportions and anatomy, sculpt detail, various texture maps and hair stuff, lighting etc all need to be refined.
I like making ordinary looking people though, something about average looking faces is much more interesting than super stylised or fantasy creations to me sometimes.
The eye and forehead areas are sticking out to me the most at the moment. He looks like he's had botox or something. Desperately needs eyelashes also.
Sunday, March 20, 2011
Nightmare Chicken Strip
This concept is from a thread on the SomethingAwful forums.
http://forums.somethingawful.com/showthread.php?threadid=3397684
The artwork was supplied by forum user "The Scarlet Hot Dog" and I thought it was cool and would be fun to recreate in 3D.
He's like a breaded chicken strip or something, in nightmare form.
It was challenging to get a deep fried look in the shader, and it isn't very succesful but I didn't have long to spend on it.
Max, Zbrush, Vray, Nuke, Photoshop. More or less in that order.
I have a simple rig so I might try and do some stupid animations.
CONCEPT By artist known only as John, the roommate of forums poster "The Scarlet Hot Dog"

3D render by me
http://forums.somethingawful.com/showthread.php?threadid=3397684
The artwork was supplied by forum user "The Scarlet Hot Dog" and I thought it was cool and would be fun to recreate in 3D.
He's like a breaded chicken strip or something, in nightmare form.
It was challenging to get a deep fried look in the shader, and it isn't very succesful but I didn't have long to spend on it.
Max, Zbrush, Vray, Nuke, Photoshop. More or less in that order.
I have a simple rig so I might try and do some stupid animations.
CONCEPT By artist known only as John, the roommate of forums poster "The Scarlet Hot Dog"

3D render by me
Friday, February 11, 2011
New Sculpt
This is a new sculpt I've worked on for probably 6 or 7 hours
I thought that after sculpting a caucasian looking man it would be good to sculpt an african looking woman. Although at the moment she kinda has some manish features going on.
Could possibly be the extreme focal length distorting the features a bit
I did a bit of a paintover in photoshop for fun, hence the weird eyes.
I thought that after sculpting a caucasian looking man it would be good to sculpt an african looking woman. Although at the moment she kinda has some manish features going on.
Could possibly be the extreme focal length distorting the features a bit
I did a bit of a paintover in photoshop for fun, hence the weird eyes.
Wednesday, February 2, 2011
Man, nude, with bucket
Saturday, January 29, 2011
Human WIP#4
Friday, December 3, 2010
Another WIP
Thursday, December 2, 2010
Messing with the shader
I did some experimenting with the normal map and found that it was coming into max inverted causing the strangeness in the previous render. It's not that simple going from zbrush to max sometimes. This render has the SSS effect turned up too high mainly just to see what it would do. It has muddied out a lot of the detail as has the DOF effect that I put on for fun. Getting closer though
Tuesday, November 30, 2010
Speed sculpt render
Sunday, November 28, 2010
Speed Sculpt
Wednesday, November 17, 2010
Human WIP#3
Some more work on this model. First pass at mr prim hair in vray, it's extremely slow and requires lots of samples to get a decent render, the result here is still pretty muddy at 1/16. I would love to use hairfarm but it costs too much.
I need to add pubic hair and overall body hair, some of this will probably be done using vray fur, if it works on displaced geometry There are areas in the textures and the sculpt that need addressing also.
I need to add pubic hair and overall body hair, some of this will probably be done using vray fur, if it works on displaced geometry There are areas in the textures and the sculpt that need addressing also.
Tuesday, November 2, 2010
Human WIP #2
Sunday, October 31, 2010
Homo Sapiens
I started this anatomy test a fair while ago because I hit a major creative dead end with my dragon. I havent been able to work on it much becasue of work on a general lack of energy but with the constant rain this weekend I had a chace to dust him off and try and make some progress. This render is from Vray using the SSS2 shader and 4 X 2K displacement maps (I'm testing out multiple UV region workflows in ZBrush). ZApplink works with multi UV so I should be able to get an obscene amount of detail in some maps. The poly limit in ZB will be a problem for utilising 4 X 4K disp maps though. More sculpting needed and more details
Subscribe to:
Posts (Atom)
























