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anatomy (3) base mesh (2) character (15) clothing (2) design (1) female (8) gameres (7) male (3) modern mythology (2) muscles (2) music (1) new software (1) normals (1) proportions (1) render (7) sculpt (6) skeleton (1) software (1) turntable (3) verold (1) wip (4) workshop (5) zbrush (7)

Tuesday, November 19, 2013

Omar Little WIP

The head, base mesh and anatomy of the body before posing and sculpting furtherrrrr.



Sunday, August 25, 2013

WIP. Alicia Woodgrove

I'm so glad! For the first time the hand normals cast without overlaps on fingers sides and also with first try.


Pretty happy with other parts too.




Marvelous Designer impressions

After couple of days with Marvelous Designer i have to say this is not the best solution for me. Although i understand how it can be useful in large projects. Maybe with more practice, when you become faster... But for me it's better to sculpt clothes, it's interesting. Anyway, my process was to make clothes in MD (quite a fun process by the way), export triangulated meshes from it, retopo cloth pieces in Topogun and reproject details in Zbrush. That way i have all the details and sculpting-friendly mesh (if i will decide to make a game-res version of my character, it'll become polypaint-uv-export-texture baking friendly too). And my test subject was not a cabron as i planned, but Mugen from Samurai Champloo. Well, that happens, first of all i was in the middle of my portfolio character and then appearing cabron ant then Mugen... Hopefully i'll finish them all :)


Wednesday, July 31, 2013

Marvelous Designer

During a presentation of Metal Gear Solid V Hideki Sasaki (CG Art Director) mentioned (it's on 34:40) Marvelous Designer software, which they use for characters clothes. The software is really awesome, and guess what -  now its 3rd version beta is free to download and use (yes, you can save files) until august 15! I'm study it now, want to try it for clothes for my Cabron character. 

Tuesday, July 30, 2013

WIP. El Cabron, pose.

Came up with a pose, it's like he live his life as Cabron, walking around, thinking... After a quick overpaint i decided with clothes and additional elements, from these two i chose the shirt, so we can see the body more. And there will be 2 tattoos too...


Thursday, July 25, 2013

El cabron

After visiting my lovely Spain this summer i can't forget an idea of cabron. I heard that word frequently in the films before and suddenly it became clear. El cabron, half man-half goat, this is what happens with guys, who leave their womans. Girls yelling at them "cabron!" and after 50 such stories a man starts to transform... Kind of modern mythology. So here's a start. And to be clear: i really love Spain :)


And that's what urbandictionary.com tells us about cabron: "Word in spanish with many different meanings. The real meaning is the male goat. Female is cabra and male is cabron. But slang use is far more common. Depending on countries it seems to have somehow different but similar meanings. A good definiton that would apply in almost all Spanish speaking countries would be asshole-fucker-bitch. In some places the word also means a person that is not with his partner. Example: Se fue de cabron. He went to fuck around. In this way it always has the connotation that he is looking for an affair."

Friday, July 19, 2013

WIP. Alicia Woodgrove

Imaginary survivor from Walking Dead, Alicia Woodgrove. Finished with retopology, now to maps.

Friday, May 17, 2013

Crescent Moon Assassin (workshop character)

Here are the final renders of my workshop character. Great workshop anyway, can highly recommend it to understand pipeline of game character creation. Katon said next time it'll be a little different workshop, but overall meaning will stay the same. For me it was like a super glue for tighten up all the parts of my modeling-sculpting-texturing self-education. I will post a turntable later.








Friday, March 15, 2013

Great weekend to everyone


                                                  Great song and film.

Workshop progress

Here's a couple of progression images on my character.
Body adjustments.










Costume and some more figure adjustments for week 3.















Some more adjustments (face, neck, shoulders).



















Face WIP.













With and without scarf.

Thursday, February 21, 2013

Katon Callaway's workshop

I decided to make a female assassin based on a concept by Hyojin Ahn (http://www.thefirstcolor.com/).




















Here's my base mesh and a little progress so far.






Thursday, February 14, 2013

Average male ecorche.

Average male ecorche based on my skeleton sculpt.












Face and back of the head close-ups. Parotid gland, which softens the back of the lower jaw was definitely a discovery for me. Especially how it influences the form of the contracted zygoma.












Hand and foot close-ups.












Cheers!

Tuesday, February 12, 2013

Gladiator.

Here's my attempt to make a game-res character. This is the first character i decided to call finished. Let's name this scene "Till the sunset". I will update the post with a turntable, when it's done.



Average male skeleton.

Being very excited about upcoming master-class (http://workshops.cgsociety.org/courseinfo.php?id=352), i decided to start a blog. I will post my progress on the course here and maybe start using it for all kind of topics. I want to begin with these anatomy images i've made, while studying Artistic Anatomy by Dr. Paul Richer and Robert Beverly Hale (http://www.amazon.com/Artistic-Anatomy-Practical-Art-Books/dp/0823002977). This book is awesome by many reasons. One of them is that it contains paired illustrations (forms with skin and ecorche) of the most movements of the body. Oh, and sorry for my imperfect english.