söndag 18 december 2011

pile of screens

hey hey. Here's some pictures of what I've been doing these last few days, I think Skyrim had an effect on me o.O.  First of is a picture of an ogre that I did today.

The second one I did yesterday. Everything was made in zbrush but if I decide to make a gameversion I will go back and redo the hardsurface stuff in Maya.

And lastly I done two anatomical sculpts, one which the ogre was based of. The male is as allways insanely buff.

Bonus. I never got around to post the finished sculpt of the sergeant I did some weeks back.

onsdag 7 december 2011

Finally managed to tear myself away from Skyrim and the month long iron grip it has had me in. Did these two sculpts today from the ground up using the same basemesh. Spent most my time on the hooded one.

torsdag 10 november 2011

sergeant game version

here's a lowpoly version of the previous character with normal and ambient occlusion textures. The character itself consist of 11140 triangles and 2x2048 textures and the weapons (gun and shotgun) consists of  2542 tris (gun) and 524 tris (shotgun) and has their own 1024 normal and ambient occlusion textures. They're both fully animatable.

tisdag 25 oktober 2011

Military wip

Been sick for an  extended period now, so productivity's been down the drain. Here's a small update to show that I'm still alive.

måndag 12 september 2011

back again

So I've been feeling rather blue this last month, which has affected my productivity immensly, but now I'm back with some updates on stuff I did last week. First of is two character sculpts which some added color to hopefulle make it easier to distinguish between the various subtools.

so here's "superbuffdude" and "bufffigherdude", the naming itself is highly originall I'm sure!...no really!
Here's a bust sculpt based on a picture of poker player Doyle Brunson.( originall found here http://thedivinedish.com/wp-content/uploads/2008/12/doyle1.jpg )
It has dawned on me that I might not be able to get a job as a character artist ( seeing as there is so many talented people out there) and I have thuss made a couple of prop/enviroment-oriented pieces. First of is a chair with two variations
And a door based on  a concept made by an artist I absolutely adore, Paul Richards (site http://www.autodestruct.com/concept.htm ). I'm not finished with the door as there is some details missing, I'll probably eventually make a lowpoly version of it and make me textures.

 (door concept http://www.autodestruct.com/images/quake4_door1.jpg )

söndag 31 juli 2011

old face - gameversion

So I haven't really been productive these last few days since I've been ill. I have however solved the problems mentioned in the previous post( the flickering eyes and the displacement at the ear) and have assigned some shaders to the inside of the mouth of the "old mans face". Furthermore I've done a lowpoly version of "him" with diffuse, spec and normalmaps. The face consists of 2878tris all-in-all (eyes,teeth,tounge etc) with 2x1024 textures (normal,diffuse) and one 512 specmap. Picture taken in the Maya viewport.
Probably should have spend a little more time on the eyebrows seeing as they look like cotton in the viewport <.<

And here's a pic of the shaded teeth. Think I'll be putting this one on hold for the time being, learning about shading-networks is fun and all, but it takes a lot of time to learn, time which I sadly don't have at the moment.

torsdag 21 juli 2011


so the rigg is done and I'm reasonably of happy with the skinweights in the face. I've been looking at implementing some wrinklemaps into the rigg  today which I was fairly happy with seeing as I hadn't really ever read up on wrinklemaps before this miniproject. Here's a quick videotest I did to check them out.

After the testrender I noticed that there's some weird stuff going on behind the ear as well as that the eyes seem to be flickering. guess I'll check what's up with that next.

lördag 16 juli 2011

sss done

so here's the final shader, might tweak it a little more later as I'm not 100% satisfied with the result. I've begun making the facialrigg, which will probably take a while to complete seeing as it is the first facialrigg I've ever done, but one can never learn to much.

fredag 15 juli 2011


Here's a picture of the old man's face with epidermal,subdermal and backscatter textures. Haven't worked any with the gloss, rough and reflective maps yet so he's kind of shiny at the moment.

Additionaly, here's a lowpoly modell of the hulk sculpture I did a few days ago. I haven't worked any on the textures so the diffuse is very basic. The polycount could've been reduced way more,but I really wanted the siluette to be super smooth

torsdag 14 juli 2011

initial render

Here's an initial render of the old man's face. Basic setup in maya, displacement and normalmaps, sss material, mainlight and rimlight. Going to make all the skintextures tomorrow and will hopefully get the skin to a final stage so I can start with the eyes, hair and additional stuff.

there's  an artifact along the edge, will sort that out tomorrow. It's due to the displacementmap being extracted form zbrush with uv-smooth enabled. Not that I think it matters due to the fact that if I decide to make and render some clothes for this guy ( I am currently thinking of making a facial rigg and skinning it) the artifact won't be visible.

onsdag 13 juli 2011

söndag 3 juli 2011

lördag 2 juli 2011


Here's a sculpt of a character I'm doing for a friends project (he needs 3 military dudes - one explosives guy, one medic and a gunner. Re-used the head from the previous post and will probably reuse the afro-american for the next guy (medic)

onsdag 8 juni 2011

onsdag 1 juni 2011


Here's a sculpt I did the other day, a 30's bouncer type guy, done to practice sculpting some basic clothfolds. Not done with it yet, more work to be done on the vest and pants. I do however feel like doing something completely different at the moment, like a bulky spacemarine or something....oh well. 

Body is based on the one I did a a while back, in my previous post, did tweak it somewhat though. Here's a pic if you're interested.

måndag 16 maj 2011

quick sculpt

just a sculpt of a freakishly buff guy ( went with a slightly cartoony/exhagerated approach) that took me around 1-2 hours. Needless to say I spent all my time sculpting from the waist up, need to practice my anatomy.

another face

Here's another face, female one this time. Textureresolution is 1024x1024 and the mesh consists of 3500 triangles ( including the teeth, tounge, eyes and the interior of the mouth.

Used an alpha on the eyebrows and will do so aswell on the eyelashes and the hair. I made a quick paintover to get an idea what kind of haircut I wanted her to have, I think I'll be going for something similar to the middle one.

tisdag 10 maj 2011

back with some updates

Finally I have som updates to share. I've had some complications lately with broken hardware as well as some health issues but hopefully I'll be able to update at a more frequent rate in the future. Here's a picture of two faces sharing the same basemesh and with identical uv's that I did today basic Maya Viewport render.

Here's the genreal texturebuildup on the left face. 1024 Normal and Diffuse with a 512 Specmap.

 I could've optimised the Uv-space a bit more, moving the head up slightly. Next I'm probably going ahead and include the inside of the mouth, teeth,toughe and so on in the texturemaps and then go ahead and make some bodies for these badboys.

måndag 4 april 2011

My computer have stopped working and I haven't been able to do much these past days. I did however manage to salvage some files and here's a picture of one of them. The sculpt is based on one of the seven wonders of the ancient world : the statue of Zeus at Olympia. The main purpose of this sculpt was to get some more experience sculpting cloth and I'm overall quite happy about the outcome. The scepter sure could use some love though.

fredag 1 april 2011

Heres another piece I did for a class. 5605 tris and 2x 512 textures for spec and color and one 16x16 gray (50% black) color as specmap

torsdag 31 mars 2011

tisdag 29 mars 2011


One of he assignments was to make a character out of the Hellboy universe and I made (to me) the obvious choice.We were not allowed to exceed 6000 polys.

 Starting of I've been attending a 3d course these last couple of weeks and will be posting some pictures of the various creations I've made. Starting of is a minotaur that took me approximately 3 days from start to finish with roughly 95% of the time spent on modeling and sculpting and 5% on texturing. It consists of 5256 tris and 3x512 textures as we were allowed a maximum of 1028 texturespace.
Heres some screengrabs from the Maya viewport.

Getting started

I've finally managed to create a blog, woho! I'll be posting some of my w.i.p:s and other 3d pieces here for you guys to watch and critique so that I might improve my 3d-modelling and sculpting skills.

Here's some old stuff I've made