Calendar January 18, 2014 11:33

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Sci Fi Scene - Revisited

So a while ago, I was working on a Sci Fi scene, but I don't think that I ever showed how it turned out. That's mostly because there wasn't really a good way to show how the environment turned out with only still images:


Now that I've had some time to play around with Sketchfab, I'm proud to show the result of my work on this sci fi environment. Its better if you switch to full screen and then to first person view, this way you can look at the environment as if it were in a game engine.




I'm currently trying to work on the light maps and trying to get a good Ambient Occlusion look on the scene before I do all the texturing. That's all for now, thanks for reading!

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Calendar January 5, 2014 13:45

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Diablo Head Sculpt - Not as Easy as I Thought

Here is a few renders of what I have so far:






This is probably one of the weirdest sculpts I have ever done, this is because there is not one exact way to sculpt Diablo. From all the reference images I have seen, There is always something different about each, and I think it just depends on how the artist thinks that Diablo should look like.

Here is what I mean:






Even the official sculpts from Blizzard are different on how the head looks. So I have decided to stick to just pull from all of these and make my own sculpt. But I think that I will try to focus more on the look of the last picture.

That's all for now, thanks for reading!

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Calendar December 30, 2013 15:25

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Diablo Head Sculpt WIP

So I am still trying to learn Zbrush, and I've been wanting to make something more complex.

I found this video a while ago of a guy that did a speed sculpt from the game Diablo. Here is the video:


I really liked how he did his sculpt, so I decided to do mine. Here is what I have so far:



I had to start over once already because I placed the horns to close to the front of the face. I will continue to work on this sculpt over the New Year's holiday.

Thanks for reading!

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Calendar December 24, 2013 10:44

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Splash Damage Art Test - Revisited

So I did this piece a while back, but I really liked it. I never got around to texturing the buildings, but I have uploaded the model to Sketchfab so that anyone is able to look at it from any angle. Here is the model:



That'a all for now, thanks for reading!

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Calendar November 25, 2013 20:46

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Dragon Axe - Version 1.5


So I showed my concept image to my friend that made the axe that I really liked, and she gave me a few tips.

I have made some minor changes to the size of the blade and I plan change the head. Instead of facing to the left, I think I want to make the head loo towards the center.

I've already started the base model of the blade in Maya, and once I'm done, I will take it into Zbrush and do all the sculpting for the head and the fine detail.

My hope is that I am able to replicate the art style of World of Warcraft weapons. This includes the shape of the weapon and the color palate.

That's all for now, thanks for reading.

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Calendar November 24, 2013 13:52

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My Next Project - Dragon Axe

So I have been think the last few days on what I should do for my new project, and recently a friend of mine made a really cool looking axe. That inspired me to make one as well, here is the concept image I've been working on for the last few days:


I still don't know all the details of how its going to to look, but I figured this was a good place to start. My idea is that if this were to be put in a game, this would a one handed axe, so Its not going to be very big and that's why it also has the handle so low. 

The top of the axe is going to be shaped like a dragon and he will have a gem of some sort in its mouth. The part that is wrapping around the pole will be the tail of the dragon and it eventually becomes part of the handle. 

I will make the base model in Maya since I think i can get it done faster that way, and then I will finish it off with Zbrush. Maybe I will jump back to Maya for the UVs, but I'm not sure yet. That's all for now, thanks for reading. 

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Calendar November 23, 2013 17:06

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Bull Sculpt in Sketchfab

So after spending some time in Polycount, I found this really cool site called Sketchfab and they allow you to display your models in 3D in your site without plugins or any extra downloads. I decided to take it for a spin, and this is my model:

I really like the way it works and that you don't have to have any plug-ins or extra downloads for it to work. I think that I will start to add all my models on my portfolio on Sketchfab soon.


That's all for now, thanks for reading.

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Calendar November 13, 2013 14:41

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Portfolio Updated - Bull Sculpt Added

So I have finished putting together the renders into one image and have updated my portfolio with it. Here is the immage:


You can also find my portfolio at: christian.brushd.com. Now its on to my next project, thanks for reading.

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Calendar November 11, 2013 15:57

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Bull Head Done!

Here is the final renders for the textured head:




I did the final render ins Marmoset Tool Bag. I am really happy with the way it turned out, I did this completely in Zbrush only using Maya to fix some topology issued with the low res version of the model and to fix the UVs.

I will also be posting this to Polycount and see what kind of feedback I can get from there. Thanks for reading.

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Calendar November 11, 2013 01:23

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Bull Head - Diffuse Map Done

So I have finished working on the diffused map for my Bull Head. Here it is:


Overall I am really pleased with the way it turned out. Now I just need to work on the specular map, and I will be able to render it in Marmoset Tool Bag.

Hopefully I will be able to do it today and post a final render here and on Polycount. Thanks for reading!

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Calendar November 7, 2013 06:32

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Made With Mischief

So I know I am going to regret in the morning stay up this late sketching. Anyways, lets get this over with.

Here is some progress in a sketch that I've been thinking about making for a while:


So I know its nothing too amazing, but its my base sketch and I think I like the way its going. What I want to draw is an girl with armor (or bikini, haven't made up my mind yet) like these images of Witchblade. I wanted it to be in the anime/manga art style, and I been taking a lot of inspiration from the League of Legends champion Sona.

I like Sona's long flowing hair and I wanted my girl to have that same hair. I also wanted her to look like a bad ass, so I drew her eye in a way that would imply that she is not afraid of anything. I know that the face is really light, but if you can zoom in you will be able to see what I am talking about.

I made this with a software package that a friend of mine showed me some time ago called Mischief. Essentially its like painting/drawing with vectors, but not in the same style like illustrator. In Mischief there is no predetermined canvas size, and you can zoom in and out with out worrying about the resolution or pixelation of your work.

I've tried to draw in Photoshop before, but I alway need to re adjust my canvas size, or the resolution wasn't set correctly. With Mischief I don't have to worry about that. Right now I am running the free trial, and I have to say that I am really loving it. If you want to know more about this software package, go to madewithmischief.com.

I still need to keep working on this sketch, I don't like the way the feet look and the girl's left arm looks weird on that position. I want it to look like she is folding her arms behind her head, but at that angle with the hair, the arm loos like its part of the hair.

That's all for now, thanks for reading!

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Calendar November 3, 2013 11:57

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Progress on Polypaint

Here are two renders from Marmoset Toolbag on my progress on polypaiting my bull:



I still need to finish the color on the ears, a different color for the nose & nose ring, eyes, and another pass at the horns. But overall, I am really liking my progress on my bull.

That's all for now, thanks for reading.

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Calendar October 27, 2013 12:34

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First Try at Polypainting

Now that I have successfully baked the detail into the lower resolution mesh, I been trying to see how to I should texture my bull. Usually I've used a combination of Photoshop and Mudbox. But since I am trying to learn Zbrush, I thought that I should do it in with Polypaint, and so far I am liking the results. Here are the renders from the horns:



At first I was a little hesitant to use Polypaint, but one of my friend Zac loves polypainting.

I will continue to work on painting it, but I wanted to show some progress before I have to go to work.

That's all for now, thanks for reading!

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Calendar October 25, 2013 15:30

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Normal & Ambient Occlusion Map Test

Since the UVs are done, I decided to do a normal & AO map test in XNormal to see how it turns out. Here are the renders. I did these in the lowest settings so that it wouldn't take for ever to render:



Now that I can see that the UVs turned out ok, I will continue to polypaint. I will have to watch a few tutorial videos, but I'm sure it will be fine. Thanks for reading!

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Calendar September 21, 2013 12:59

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Quick Start to ZBrush: Volume 2 - Progress

So I had started the second volume of the ZBrush training but left it half ways done to try and learn ZBrush on my own much like I learned Maya. Sure I had a lot of help learning Maya, but I don't have a professor or TA that I can ask for help now, I find that I can learn more if I try to figure it out on my own and then look up anything that I don't know.

And while I am very pleased on how much progress I have done in the last month, I realized that there is no way I learn a software package as big as ZBrush on my own. So instead of jumping on my next personal project of learning ZBrush on my own, I decided to go back and finish at least another couple of volumes of ZBrush.

Here is a render of my progress so far on Volume 2:



I had to sculpt the base mesh, and use ZRemesher to get a lower resolution mesh with higher resolution on the face and the hands.

That's all for now, thanks for reading!

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