Two months ago, i bought my first moleskine sketchbook being advised by Ivana for they paper quality. Only now I have been playing with it and getting to the drawing room more often.
So here is a couple of random animal sketches in preparation for my next personal project.
More drawings coming!
Wednesday, 19 September 2012
Monday, 17 September 2012
Learning Zbrush - Progress III
On the top of that, I added more detail such as skin deformation and shell details. By using Alphas, I created a textured brushes to add small fine details.
Finally I have also, added the eye balls onto the model, with the help of Subtool Master Plugin, I modeled the eyes and added onto the model as new subtools (on a new layer) so I can choose which layer to sculpt.
Wednesday, 12 September 2012
Learning Zbrush: Progress II
So from where I left the sculpt, I finished the retopology of the mesh and now I'm ready to emphasize on the detail and add some extra one.
Here is a quick update on the model thus far.
Here is a quick update on the model thus far.
Monday, 10 September 2012
Learning Zbrush: Progress
One of main objectives is to learn Zbrush and to be able to apply the workflow to my own characters. Lately, I have been learning the process with two main learning tools, Ryan Kingslien's ZBrush Studio Projects:Realistic Game Characters and with the help of Digital Tutors, indeed I'm again a student in my own time.
Also, I have began applying my skills to create humanoid sculptures, however this process proved too difficult because i was not only learning the tools but also some of the details in human anatomy. While, I will later carry on with my female character sculpture, for now i will solely focus on learning the sculpting skills within Zbrush.
Therefore I began a whole new model based on Digital Tutors Tutorial, modeling with zspheres. It is a bug, and with this choice, I freely can explore the tools to create form.
So here is a bit of the process, firstly everything is constructed with Zspheres, and then transformed into mesh by making an adaptive skin. (fig. below)
With the base mesh then we can start to create an initial sculpt dividing the geometry up to 5 divisions. in this stage you create a few details build form of how the insect would look like.
After with everything sculpted a few changes have to be made onto the mesh so it can hold the detail, instead of appear all jagged. Retopology is the key to solve this problem, while most creatives look at different pieces of software to correct the topology of the model, I have decided to do everything in Zbrush to learn the process, and I have to say it is a very intuitive, process which will be part of my workflow from now on.
So the topology had to be corrected to be able to have the details sculpted. though this process takes some time it is very intuitive.
I will add more detail as I go along. Stay Tuned!
Monday, 27 August 2012
Master of Animals Project and Such!
Firstly, the good news is that I have been highly creative lately by drawing and sculpting, and learning in depth Zbrush. Therefore, I decided to set myself a new challenge, a new personal project to have completion in a few weeks time. 15 weeks.
The Master of Animals
Briefly, The Master of Animals is amazonian mythological character, whose power, presence and strength cannot be compared. As mythology tells me that it can be perceived in different animals, being the strongest of the species considered the master, My idea of the character is to create an hybrid humanoid, which power has been offered by these different animals.
For the initial stage I have began to put some reference pictures up.
Meanwhile and as I mentioned earlier I have been sculpting in Zbrush in order to gain some more skills in that such powerful tool and insert it in my character workflow nevertheless. Here is the progress on my games character following Ryan Kingslien Tutorial.
The Master of Animals
Briefly, The Master of Animals is amazonian mythological character, whose power, presence and strength cannot be compared. As mythology tells me that it can be perceived in different animals, being the strongest of the species considered the master, My idea of the character is to create an hybrid humanoid, which power has been offered by these different animals.
For the initial stage I have began to put some reference pictures up.
Meanwhile and as I mentioned earlier I have been sculpting in Zbrush in order to gain some more skills in that such powerful tool and insert it in my character workflow nevertheless. Here is the progress on my games character following Ryan Kingslien Tutorial.
Saturday, 18 August 2012
Work Featured in Digital Arts Magazine and more!
Since University finished, I have been trying to pave the way into my professional life. A few things have been happening since for the better, one of them is product of exhibiting my work at the New Designer, where I was approached by Digital Arts Magazine to showcase my work in their magazine. And lately i was informed that my work was shotlisted and was to appear in the physical copy of the magazine.
So here is my feature in the magazine, I would like to Phil Gomm and Alan Postings for giving me the chance to exhibit my work in ND and to Magazine's Editor Johann Chan and Neil Bennet for picking my work to appear on the magazine.
So if you don't have a copy get one, because it is an issue with a lot of inspiring fresh work.
Alongside that many other things have been happening, Freelance work which i can only thank to David Keefe for mentioning my name and that details cannot be shared just yet.
Atom Pancakes have been slowly evolving into becoming more professional and exposed. With the Final Chapter entering Canterbury Anifest this year and the attempt to showcase it at Horsebridge Centre in Whistable, in the month of September. To keep up track of it evolves check our website and blog.
More updates to come soon!!
Sunday, 12 August 2012
Learning Zbrush Sculpting with Ryan Kingslien Tutorial
One of the learning curves i want to tackle next is knowing Zbrush better, in order to apply thhis knowledge on my coming characters. Therefore i have been looking into creating humanoids in zbrush.
So far I was able to start by using zspheres to create a rough shape of the character, then I have used the move brush to retopo the base model, and began to add the volume.
Meanwhile on other subject things are going well on the freelance side of things.
I will keep you all updated. !!
So far I was able to start by using zspheres to create a rough shape of the character, then I have used the move brush to retopo the base model, and began to add the volume.
with the base mesh sorted I began to do some polypaint on the model to define the muscular structure of the human body, a few more body parts to do but so far the torso has been done.
Meanwhile on other subject things are going well on the freelance side of things.
I will keep you all updated. !!
Subscribe to:
Posts (Atom)































