This is a project I was working on that is now lost due to a recent hard drive crash. All I have is this WIP render. It was a concept for female foot soldier armour based on some Austrian armour I found on the net somewhere. It took me a fair while to design all the gilt swirls as it's not something I do much of but it was fun. The garments underneath the plate and the shield were pretty rough when this render was done. Would have liked to finish this as it wasn't far off but whatever.
Tuesday, October 29, 2013
Thursday, October 24, 2013
School Photo
It's been 9 months since my last post
We've been overseas for most of that time but we're back in the country and I'm back doing 3D things because I don't have the imagination to do anything else
Done with Zbrush, 3DSMax, Mari, Vray
We've been overseas for most of that time but we're back in the country and I'm back doing 3D things because I don't have the imagination to do anything else
Done with Zbrush, 3DSMax, Mari, Vray
Friday, February 1, 2013
Troll
Every now and then I seem to do a troll-like creature
This is still fairly rough.
Started as a dynamesh, retop in max, CAT rig and some muscle bones in MAX for the pose and then into Zbrush to get it where it is now.
The pose is a little unbalanced so that will need to be corrected
Render in Vray
This is still fairly rough.
Started as a dynamesh, retop in max, CAT rig and some muscle bones in MAX for the pose and then into Zbrush to get it where it is now.
The pose is a little unbalanced so that will need to be corrected
Render in Vray
Monday, October 1, 2012
Thursday, September 27, 2012
Brunhilde Shield WIP
Looking at the pose it seemed that the shield was going to take up a fair bit of screen space, just by necessity, so I put some effort into coming up with an interesting design for it. The shape is based on a Germanic kind of shield and the design itself is based around the Norse goddess Freyja who is in charge of the Valkyries. I tried to do some Norse knotwork around the place but it's more celtic than Norse really. The boar at the top of the design is the giant boar she apparently rides. The shape down the bottom is the hammer of Thor. She also has a chariot drawn by cats but I couldn't find anywhere to incorporate that, cool though it would have been. I'm pretty sure the shader will change a fair bit as the whole thing comes along
Monday, September 24, 2012
Brunhilde WIP
I wanted to do another musically themed character and learn some female anatomy so I decided to have a go at an opera singer. This is based on the character of Brunhilde from Wagner's Ring of Nibelungen opera. I've started on the costume, she will be holding a sword and shield and be wearing some sort of breastplate or mail that I haven't decided on yet. Probably a winged helmet also.
MAX/Vray render with old hair that was too high on the head
MAX/Vray render with old hair that was too high on the head
Saturday, September 15, 2012
Friday, September 14, 2012
Cellist WIP
Got some time off at the moment so I'm sinking some of it into this model.
There's quite a few things to fix on this but at least it might actually get finished
There's quite a few things to fix on this but at least it might actually get finished
Sunday, August 5, 2012
A ring for Bel
My wife Julie was comissioned to create a ring for a friend of ours. The brief was quite loose (but based around Victorian filigree style) which gave her freedom to try out some interesting designs. Early on we decided to try them out in 3D, initially just as a way of visualising Julie's ideas but then we decided to attempt to have the object 3D printed and then cast in silver.
The inital design of the band as it would be "unrolled".
The 3D model was created in MAX, the measurements are there as a guide to the firm doing the printing, as you can see the object itself was very small with some details getting down to the .1mm range. As someone who has only ever modeled for screen and print purposes, it is a challenge to get used to modeling for real world applications.
Pre vis-ing the ring on a hand mesh
After some trial and error (mostly error on my part) we got the tolerances and dimensions figured out in 3D and off to the printers. What we got back was this. The cage like structure is from the multiple sprues necessary for the metal to flow into all the tight spaces of the piece (or so I'm told).
Julie then chopped off all the sprues and cleaned up and polished the piece, polished all the convex surfaces blackened the crevices to highlight the shapes.
The piece was then taken to the setter to have the two diamonds set. Below is the result
This process was a major learning experience for both of us. Completing a challenging piece such as this will definitely be valuable experience for the next project we try.
Check out Julie's work here
Sunday, July 22, 2012
Sunday, July 15, 2012
Sunday, June 24, 2012
Head Sculpt
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...
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...
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
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