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Saturday, November 23, 2013

spitsculpt 11/23/13: angry deer

This is a 45 minute speedsculpt I completed for a facebook group. The theme today was "angry deer" although my deer came out a bit less than angry. I started with a sphere and spent exactly 45 minutes sculpting. I also spent an extra 15 minutes on texturing and rendering.

Thursday, October 17, 2013

dapper gentleman wips and final render in marmoset

Here's a character that I completed in Maya and Mudbox. The entire character was completed in about 2 weeks when I found time. the total poly count is about 7000 quads







Saturday, September 14, 2013

lunchcrunch 2: alien bust

here's my second post to lunchcrunch. Same procedure as the first one; I started with a sphere and sculpted what I was feeling, but this time it took 50 minutes to complete so my speed is getting better.

lunchcrunch 1: humanoid creature bust

I recently joined a lunchcrunch group on Facebook and I've been trying to post on there as often as I can. I decided to post those crunches on here as well just so they don't get lost in all of the other posts that make their way up each day. This lunch crunch took an hour and it was pretty much me freestyling with a sphere in Mudbox.

Wednesday, July 10, 2013

speed sculpt procedural and final renders

This post is to show my process for the speed sculpt I did which took me about 50 minutes to complete. I started off in Mudbox by creating a sphere and manipulating it to the shape I wanted, then I proceeded to shaping some more and sculpting a few fine details. below are a couple of renders that I took during the process as well as a lit and composited render from mudbox and Gimp.



speed sculpt-aquatic alien

Here's another speed sculpt, this time based on an aquatic alien theme. I morphed the final mesh  to create two more variations.


Friday, July 5, 2013

speed sculpt/character sketch

here's my first attempt at a time lapsed speed sculpt. This character was strictly a test of the possibilities of spheres in mudbox since there's no equivalent of zSpheres. the total time it took was about 64 minutes but the video is only 16 minutes long.

Friday, June 7, 2013

skeleton rig

Howdy! Spring quarter is finally done and I have a few new models under my belt, one of which is a skeleton rig with animations that were put together in about 5 weeks. This rig started off as a model done for a personal project in my anatomy class. I later rigged it and threw on some animations for the group project in my anatomy class. Here are some renders as well as the animations.
 


 


Monday, May 20, 2013

blacksmith wip

Spring quarter's been a busy one but I still managed to get some personal artwork done. Me and my partner in crime anthonyhandy.blogspot.com have been collaborating on a few pieces including a dope blacksmith concept. here are three renders; two of which are the base mesh I whipped up in maya and the next one being the in progress model after Anthony laid down the first sculpt layer. We definitely plan on fleshing this blacksmith all the way out soon, as well as other characters that we get inspired to make.



Thursday, March 28, 2013

Materials and lighting final

Here's an outdoor scene I created for the final assignment of my materials and lighting class. I modeled all of the assets in Maya, took them into Mudbox to create texture normal and displacement maps, brought them back into Maya to render them, then composited the final image in Photoshop. I created the tree texture by taking a picture of a tree in my backyard with my phone, creating a tileable texture with it in Photoshop, then using it as a stamp image in Mudbox.
This is a render from the master layer.

This is a render from the AO layer.
Here is the final image with both render layers composited together.


Saturday, March 23, 2013

practice character model




A good friend of mine gave me one of his characters to model so I spent the past day and a half modeling everything and getting ready for animation, here are a few renders.

Sunday, March 10, 2013

David model/Digital Sculpt

This quarter's been super busy, but I managed to get all my assignments done; here's one of them.
This video is a quick turnaround of my take on Bernini's David, one of the sculptures that we went over in my Art History 3 Class. I used maya to build the base mesh and I did all the sculpting in mudbox, then I took it back into maya to render the turnaround. I eventually plan on recreating more pieces of ancient Italian and Greco-Roman sculpture to get a better feel for anatomy.

Wednesday, February 20, 2013

storyboard

Here's a storyboard that was done for a class. It's a group project done by me and Ms. Amber Upshaw. I left out the dialogue, but for the most part it speaks for itself, hope you enjoy it!




Monday, January 21, 2013

new base mesh for sculpting and mapping

It's been a while but I finally have a personal project that I've been working on. I modeled a base mesh in maya and spent a lot of time keeping it all quads but I managed to do it. The entire body is 3350 quad faces.