Tuesday, December 11, 2012

"You can never have too many knives"

Here's a quick update on Logen 9 Fingers. Should be fun designing his many knives and the Maker's sword. From the book he seems to be a fairly pragmatic warrior which makes his "flare" a particular challenge. He doesn't wear armor, so no crazy shoulder pads, plate or chainmail. Any extras have to be useful or it wouldn't go along with his character.

Thursday, November 29, 2012

"Sieze the fat one!"

After watching the royal coach spot so many times I had to give one of the Rhino guards a go.

Wednesday, November 28, 2012

"Solid gold hubcaps"

This is the Royal Coach from Disney's "Robin Hood" one of my favorite cartoons. Thought I'd do a little hard surface. It was pretty straight forward, there were one or two parts that took some trial and error, but otherwise it was smooth sailing.

Monday, November 12, 2012

"Move it around, move it around!"

The title is a quote from a Disney character with a crown that plays soccer...any guesses?

Wednesday, October 24, 2012

Warcraft Male Human, Fan Art

Hope to get the textures finished in the next day or maybe tonight. I've got my Tom Selleck reference ready to go, for the stache and maybe I'll put some Wolverine type arm hair on his tri-cep and posterior deltoid(rawr!). Update: He's in maya and textured. The portrait is a shot out of MudBox with a slapdash background I painted up.

Saturday, October 13, 2012

If I could make a Thorin, this is how I'd start

"The Hobbit" is coming! I've been listening to the unabridged audio book for the last few weeks and needed to make something. This is the start of my take on Thorin Oakenshield (rawr!). This is my favorite illustration of a dwarf by amazing artist Adrian Smith. I don't know that I'll be able to match this look, but it's definitely an inspiration.

Thursday, October 11, 2012

The New Warcraft Human Male. More Sorbo! Less Bieber.

Number 6 doesn't look anything like Justin Bieber, but 5 sure does ring of Sorbo. What player would ever pick 4 as a look is a mystery to me-though, sadly, nature has chosen it for me in real life. Thankfully A is an option! I hope to start work on the game model soon. Here are a few face change ups. These are created for symmetrical textures/uv/geo. They would look a bit better with some asymmetry of course...so I might take one and create asymmetry in just the area of the eyes, nose and mouth.

Saturday, September 8, 2012

Demon Fire Xbow! Burns like real demons!

Prop for my MMO character. It isn't meant to match his armor, just the style. There is a glowing bowstring, however Mudbox likes to pick and choose it's opacity maps.

Thursday, September 6, 2012

The armor is finished!

The first image is out of maya's default viewport with the textures still at the resolution I painted them, 1024. The second image with the greenish-brown background is out of Mudbox. The textures have been smooshed down to 512 for the character and 256 a piece for the armor.

Monday, September 3, 2012

Chesty La Rou!

That one was a beast, now just pants, belt, boots, gloves, cape and weapon...by tomorrowish!

Thursday, August 30, 2012

Finally getting to the armor

This is one of the shoulder pieces for my bird guy. 420 tris and I will admit this is pre texture smash, so the texture is at 512x512. I'm sure the reduction to 256 will obliterate them, but oh well. On to the helmet! Here's the helmet...I suppose it "goes without saying".

Thursday, August 9, 2012

Painting without the clone tool

This is a low poly character(2600 Tris and a 512 texture)with actual painted textures. It's pretty fun to get away from projecting photo textures onto everything and pick my own colors and such. It is a polypaint job out of Zbrush!?...I thought for sure that mudbox, with its layers and straight to photoshop exportability would be the way to go, but no. I prefer the fluidity or less-clunkiness of the Zed. The feedback or paint stroke is more instant or something, though the color vertex baking to get a map is not. I hope to have his armor and weapon done and also painted by next week. Should be a bit of work, but fun.

Saturday, June 30, 2012

Knocking the dust off of the Character "skills"

I probably should have gone with the title "Some Brief Practice". Anyway, this is a new character I'm working on to update my reel. The top two images are the model in the Mudbox viewport with a diffuse layer and the bottom two wire frames are from Maya's viewport. Next step clothes!

Wednesday, May 30, 2012

Logen Nine Fingers

I've been wanting to create some of the characters from Joe Abercrombie's "First Law" series since I randomly used an Audible credit on it a year or two ago. Most likely the best characters I've heard described. Anyway this is going to be Logen "The Bloody Nine" Nine Fingers and the plan is to go from concept to textured character. So there will be more to come....time permitting.

Friday, April 6, 2012

Derp the Giraphelant

This is a creature I'm making for a friend. He wanted something "camel-like" and while there are subtle camel elements...it was a great challenge to attempt something as goofy and yet believable as the camel. I'm talking Dromedary (one hump) too, the Bactrian (two humps) is the mammalian equivalent of deep sea fish and almost unbelievable, even in person.

Friday, March 23, 2012

Some Practice

I sculpted this guy in Zbrush, did the topology in Topogun, Uv'd in Uv Layout and am looking forward to texturing it in Mudbox. Here's the diffuse pass. Now just need the subsurface, gloss, spec and some eyeballs. Updated!

Thursday, March 22, 2012

Some Hard Surface

I realize there's not much hard surface on this blog, so here's some. I've always thought the Fulcrum was a sweet looking plane and it's said the thing can be entirely repaired with a hammer!

Monday, March 5, 2012

The Rookery

I thought I'd give architecture a try...This is a big chicken coop, but for dragons...(insert nerd noise).

Monday, January 2, 2012