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

wrinklemaps

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.