Here is my latest work on Larry. I tried to sculpt hair for the first time, was hard but I am sure will get easier. Started from a base mesh from maya. Rest of the outfit was modeled in maya also. As for the head, I have spent the most time on the eyes area, lift the right eyebrow for some expression, but didn't go nuts, just another element to work into the piece gently.
After looking at the reference for Larry-my old comics, I decided that what I had was ok, but I had lost some of the character. This WIP work was moving the elements around to address this. I did some work to the mouth and eyes also. Well most of the head got some work done. I am almost there, soon I have to do the shoulders and the hair, this as I found out thanks to my wife helps hugely in balancing the bust.
Next in Scott's book is doing a character with a large grin and a lot of fat rolls. I started this exercise and it looked rude so I have made it again(teeth and base mesh from the book) and its starting to come together. I think that is my workflow for now, build and then rebuild. I guess this is down to in-experience. Trying to get the head nice and then I will go onto the hair and outfit, aiming to make this a bust. This is Larry The Certifiable, design by Carlos Ezquerra from 2000AD.
A quick test to see what the head was like to render with the same render setup that I used on the MK models. I used decimation master in Zbrush to reduce the poly count going into Maya. Worked great. My render passes are an occlusion, reflection pass and color. For the color I used a Physical Sky.The reflection is just a blinn with reflection blur turned on under the mental ray settings. Then a quick mockup with Photoshop. Ramps for background, then the col pass, next the reflection pass(made this blue but it could be any color so we have some infomation to work with when adjusting the Hue/Sat) on overlay and lastly the occlusion over the top (multiply) to bring some details out.
Here is the head again after some adjustments. Work was done on the ears, eyes, nostrils, temples lips. I changed the profile at the back of the head also.
Right, so I have being wanting to do this for ages. Learn Zbrush, or rather learn anatomy and learn sculpting. I am not a stranger to the Zbrush. Used it over the years plenty but I have never put any serious time into it. Well this year I am dedicating lots of time to it. I have Scott Spencer's excellent book "Character Creation" armed with this and lots of anatomy books, going to get into it. Here is my first head. I took my sweet time over it, and I realize its not perfect, but it was great fun.
This model has some nice details at the rear and I realized that I have not rendered much of that out. With this in mind I setup some other cameras and rendered it out.
Had of course some little changes to be able to finally finish this model. Its the same rendering setup that I did on the satallite model. Physical Sky, occlusion and reflection passes. I could have lit this lots of ways but I wanted a nice quick method that shows of the model nicely. Its all about the model. I have just changed some diffuse values to highlight some details that were not easy to read, other than that its just plain shaders.
Here is the latest of my modeling of Maschinen Krieger models, its my favourite. I did have to mash up a few versions from the reference I found. I just could'nt get some of details. The worst area is under the arms on the central upper body, I struggled to get this area working correctly, but got there in the end.Otherwise its done, I did have the benefit of recycling some parts from the Vampyre,that helped cause this model has tons of parts. I can render this out and dream of getting it textured....one day.
Here are some other angles of the Vampyre. I am in the middle of unwrapping the model so SHOo can texture it all. I am also working on another model from the Krieger universe..exciting stuff I know!
Well after having so much fun with the satelite I wanted to tackle something harder. This is the Vamprye. Its a pretty cool design. There are loads more I can model, but I have to stop sooner or later. There are few issues with the render and I have no close ups as these are just frames from a turnaround.
Such a long time since I have had the time to do some modeling. So I got around to some. I was put on to this Japenese robot design a few years ago called Maschinen Krieger. It was designed by a guy called Kow Yokoyama. Anyway here something I did based on the Catapult Satellite that is on www.maschinenkrueger.com/joomla/
Little bit about myself.In a previous life I was a chef. I was lucky to work with great people and learnt how to cook.I however it was my not great love, and after many years in hot kitchens it was time to change. I went to animation school at Media Design School in Auckland in 2001 worked hard and managed to graduate with Distinction and an industry award for Modeling. I was then lucky enough to be picked from an international search to be the intern for the Art Department at National Geographic Magazine in Washington D.C. I was working with the art directors. It was a fantastic time.
I then taught 3D for awhile until I was hired at Binary Star, a start up game development studio as Lead 3D. This was a great year and with a top team we won Best Startup Studio and Best unsigned game at the Austrailan GDC.
After this I was drawn into the world of TVCs. I went to Yukfoo in Auckland as Lead 3D and am lucky to work with a great and talented bunch of people.
After this I went to Weta Digital as a Assistant Technical Director in the shots department working on Avatar. This was amazing, and culminated in running 3 shots for Avatar as Lighting TD.