Calendar April 27, 2014 00:28

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Orc Head - Update # 6




So those are the renders of what I've got so far on the painted head. I have to say that I'm liking this so much more than my previous attempt at painting. I will hopefully have more time this weekend to add more color to the model.

I do have to add that the hair won't be white. I just haven't gotten to it yet. Thanks for reading!

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Calendar April 20, 2014 03:51

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Orc Head - Update # 5




So I decided to backtrack on model for a bit. I decided/found out that I hadn't put enough detail to start painting. I tried to add the detail as I was painting, but that was a horrible idea. At least I figured it out before I spent a long time painting.

On this version, I put some texture/detail on the skin and the teeth. The hair still looks weird, so I'll see if i can find an alpha that can help me in that area.

That's all for now, thanks for reading!

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Calendar April 15, 2014 01:55

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Orc Head - Update # 4


So its  been a while since I did anything to my Orc head sculpt. I figure now is a good time to finish it. I did some minor detail on the sculpt and did the base colors I will use for the Polypaint.

I will take another screen shoot when I have more work done!

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Calendar March 28, 2014 02:53

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War - Speed Sculpt

So I needed to do another speed sculpt, and I figured I should work on War from the Darksiders series. There is just something about the games that is really cool for me, and it makes me sad to think that THQ went under. And who knows what will happen with Darksiders story under its new owner...

Anyways, here is a quick sculpt I made of War's face. It took me longer than it should have since there is virtually no detail on this model. But I really wanted to get the basic shape down:



I have improved over the last little bit, but eyes and lips are still the hardest part of the face. And the ears! I made this sculpt starting from a sphere and dynameshed it to get this simple head sculpt.

It just hit me today that War also wears a mask in the first game, and since I have already done a sculpt of Death's mask I may try sculpting War's. I hope that I will have more time this weekend to do another sculpt.

That's all for now, thank's for reading!

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Calendar March 16, 2014 22:35

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Death's Mask - Speed Sculpt

So I was talking to a friend of mine and he reminded me that I need to do more sculpts, everyday if possible. So today before working on my portfolio stuff, I decided to look for something that I could do a speed sculpt of. I decided to try and sculpt the mask from Death in Darksiders 2.

Here are the renders:



Originally I was trying to only spend an hour, but I ended up taking like 2 hours on it. I liked how it was coming along and didn't feel like stopping. I had to force myself to stop since this was only meant as a quick exercise and not a new project, I have enough of those going on and I don't need to start something else at the moment.

I liked how it turned out, maybe one day I will come back to it and finish it. That's all for now, thanks for reading!

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Calendar March 9, 2014 08:34

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Splash Damage Art Test - Progress

So I've been redoing a lot of the work on the art test that I never finished. I started it a year ago, but I never got around to finishing the project. I got a solid base down, but it was nowhere near done and practically a copy of the sample art to get you started.

I have been dedicating my last few days to finishing this. After another sleepless night, here is where I'm at now:





I've added a lot of detail to the building and the street. I also added close ups of the areas that I've worked on since a lot of the stuff was probably hard to see on the first render.

On this version, I decided to move the entrance of the old building to the other side. I was going to keep it at the same place, but there would have just been too much going on there. I also added a dumpster to the back alley, and I will be adding other trash cans and stuff to make it look a little more run down. The coolest part is probably the sidewalk I made. It took me a while to get it right, but I love the bend tool! :D

That's all for now, thanks for reading!

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Calendar March 6, 2014 06:59

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Splash Damage Art Test - 2.0

Here is a render of what I worked on tonight:


This is the Splash Damage art test that I never really finished. I got a good base model, but it was almost the exact same thing as the concept image provided with no uniqueness. I have been working on this for the last 6 hours and I think that its looking better. The Building is still boring, but there is improvement!

That's all for now, thanks for reading!

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Calendar March 2, 2014 23:41

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Orc Head - Update # 3

Here are the screen shoots of where I'm at:




I have added a few extra things to the model, it just felt a little empty for me if I didn't. I did the UV in Maya and now its ready for the high detail sculpting and polypaint. 

Thanks for reading!

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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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