Calendar February 24, 2014 03:31

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Orc Head - Update # 2

So as I promised, here is another update on the sculpt:


I have added the eyes and teeth, as well as some "facial accessories". I still have some more stuff do do on it, but I am almost done with the base mesh. Once I'm done I will be able to do the re-topology, and do the high level detail.

Like I said on my last post, I don't want to waste a lot of time on this sculpt so I'm moving faster than usual. This is also because I find that if I stay on a single project for too long I get bored and don't finish...

Anyways, thanks for reading!

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Calendar February 20, 2014 23:49

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Orc Head Sculpt - WIP

Here is a render of an orc head I'm going to work on quickly:


I'm not planning on spending too much time on this project. I need to finish this sculpt (and paint) in the next week and a half at the most. The reason for this is that I need to get better and quicker with my pipeline process if I'm ever going to be good.

I can't afford to spend a month and a half staring at the same thing like I did with the Bull Head I did last year. Don't get me wrong, I loved the way it turned out. But it took too long.

Anyways, thanks for reading and I hope to have another update soon.

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Calendar January 25, 2014 03:05

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Sci Fi Floor Texture Version 2.0

So after posting my last texture, I went back to the art dump on Polycount that the developers of Borderlands posted. If you don't know what I'm talking about, you need to go to this link RIGHT NOW because you are missing out big time.

Ok, now that you have been enlightened by the awesomeness of all that art, I realized that my first texture was not close at all to the style of Borderlands. My texture was too clean and I have changed it. Behold!


Maybe I overdid-it this time around, but it much closer to the Borderlands art style. I read through a lot of the tips the game devs posted on the site and it really worked.

Now I will have to keep working on the rest of the scene. I'm really trying to beef up my portfolio because I intend on getting hired soon! I need to show that I as good in 2D as I am in 3D.

Anyways, thanks for reading!

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Calendar January 21, 2014 03:45

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Sci Fi Floor Texture

I've decided to give the Diablo sculpt a break and go back to my Sci Fi environment and get it textured once and for all. So I have broken it down into pieces and decided that I should start out by doing the texture for the floor.

Here is a test render from Maya on what I have:


I'm still sticking to my original plan of trying to mimic the Borderlands style, and I think I'm on the right path. Right now this is too clean, so I will have to add other stuff to the scene like papers and miscellaneous junk. But for now, this will do for the floor tile. I have rotated a few of the tiles in an effort to make it no so Tile like.

Here is the png file:


I added the "ink" in illustrator. I think I may have to remove the white cracks, but I will go back to that later. I also still need to do the specular map, but I think I will do that in ZBrush with polypaint along with some of the metal feel for the normal map. I was going to do it tonight, but I have to get some sleep before going to work in the morning, hopefully tomorrow.

Anyways, that's all for now. Thanks for reading!

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Calendar January 19, 2014 12:43

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Diablo Head Sculpt - A Step in the Right Direction

So here is what I have since last time:




So I have been looking at more reference images and I'm more confident now on how Diablo should look. I have started to add some detail to the dynamesh. There is still a lot left to do on the sculpt, but I finally feel like I'm at least getting to the end of the base mesh. I also added the teeth and the pointy parts in Maya since it was easier for me to do it there then in ZBrush.

That's all for now, thanks for reading!

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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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