Monday, September 28, 2009

update




ive been currently out of the country so away from my pc and old man, so to practice ive been working on my slow laptop making fast characters, this one and another one plus a base mesh took me around 3days on and off.

Tuesday, September 15, 2009

old man









update on my old geezer. This is where iam up to at the moment, im still in the process of choosing my colours and materials and iam laying out my spec and specular powers aswell

Tuesday, September 08, 2009

oldman update


I have been working on his hands and feet rescently, this is about 30 minutes work, just sculpting the hands, shoes and socks. theyre coming on quite well, im going to tighten the socks creases as ive realised that the material is alot thinner than what ive made it look like. ive changed the entire shape of the hand and now it looks human. oncw the hand is done there are a few minor bits to work on, and then its lowpoly time!

updated old man

Monday, September 07, 2009

old man update


im still working on this at the moment but here is the body so far.

Sunday, September 06, 2009

update public toilet




some updates on where iam at the moment. Ive added a few things, one major thing is the exit area and exit signs and the god rays which will get toned down next.

Sunday, August 30, 2009

unreal level





im currently workin on this public toilet, as i wanted a small area to fill with assets for my portfolio, as i progress i may continue this room and create more areas. Most of the graffitti is stolen from the internet some was drawn by my nephew and neice, it was a great excorsise learning how to control a bunch of lackys to create art for you haha. all of the meshes arnt finnished yet and in some cases all they have is there ambient lighting, as i wanted 2 get my scale correct first(damn unreals stupid perspective).

old man update

i arrived at this point a while ago but i was to busy to upload it, ive descided hes going to be a janitor for my public bathroom level iam currently working on, i may give him a quick animation cycle of him cleaning the floor.

Saturday, August 15, 2009

old man


i descided to try and improve my techniques in zbrush as soft modeling is my main artistic tool, i tend to spend so long in zbrush that i soon get bored of the model im creating, so to speed myself up and to improve my overall productivity i descided to set myself a challenge. i got this head from a simple base mesh to this in about 3 hours on and off.

Thursday, August 06, 2009


i forgot to add the belt but it will be easy to overlay later and it will break up the trousers and also link in the clack into the middle section of the character, her hair is wip aswell

Sunday, July 26, 2009



a few screens of where iam so far, to improve her silouette iam going to add weopons like a knife in her boot and a gun holsters on her hips. she will olso get gloves

Tuesday, July 21, 2009

woman update



a few screens of where iam with her so far, its taking me a while to create this character because iam also working on a scene at the same time.

Wednesday, July 15, 2009

female update







this is a few days into my high poly i usualy don't spend this much time on the sculpt but rescently ive noticed thats where i need to spend most my time to get all the detail in the character before i move on. my models usualy end up quite bland when ive finnished so iam now teaching myself to get all the detail and proportions correct before i move on and it had been a big help, iam now enjoying making this character and im taking my time to make sure i put all the nessacary detail into the model before it ends up looking unrealistic and bland at the end. Im studying faces and taking crits on everything i can ive had loads of input into this character and it is turning out to be the best model i have done to date. there are a few propotion problems iam now correcting for instance the length of the bycept.
i have rescently startet to use a 2 books alot more than usual on this scult, the first is a book called close up by martin schoeller and the second is Anatomy for the artist. Close up has helped me focus on minor detail that has improved my faces enormously, you may not have noticed but tis face started off as my pilot character and ive edited everything to get the result you see here. bodys have never been my strong point that is one of the main reasons i wanted to do this character and now i can comfortably create a female character body quickly and easily with correct topology. iam going to quickly finnish this character for my portfolio and then work on the exact same pipeline for a male one.