This is a collection of art that I've created. my main focus is character modeling for games, but I branch out and try other focuses from time to time
Tuesday, April 15, 2014
Monday, February 17, 2014
Sunday, February 16, 2014
spitsculpt 2/15/2014: teeth monster.
Here's another speedsculpt done for the "daily spitsculpt" group on facebook. I chose to do the "teeth monster" theme and it took 56 minutes of sculpting in Mudbox, and about an hour of post work in Gimp.
Thursday, February 13, 2014
Tuesday, February 4, 2014
orc wip 2
Here's an update on my ogre. I finally made his hand using the same technique I used to make the head and torso. I sculpted the form from a sphere and used mudbox's retopology to get the low poly hand. I find this process much faster and visually pleasing than traditionally modeling a hand.
Sunday, February 2, 2014
orc wip 1
Here's a school assignment I've recently started. This character is an ogre who chose the life of a traveling outcast due to his unusually slim figure for an ogre. I started with a concept in photoshop before I started in 3D. so far I've spent about two hours in mudbox blocking in the form from a sphere, then I used mudbox's retopology system to get a cleaner mesh. Next I'll bring it over into Maya for further cleanup.
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.
Friday, November 22, 2013
Tuesday, November 12, 2013
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.
Subscribe to:
Posts (Atom)











































