July 20, 2009 · Leave a Comment
I recently collaborated with a photo-retoucher on a small project I did in my spare time. My role was to create 3d elements that were to be composited into a high resolution photograph by the retoucher. I had to create a human head out of bank notes. It was tricky in the beginning to figure out how I would do it without it taking too long or being very tedious. I began by making a proxy head model that would fit over the head in the original picture. Then I created a single bank note that I UV’d, duplicated many times and then fit it to the head model using the sculpt deformer. Below is the final result.... [Read the full story]
June 30, 2009 · Leave a Comment
Has been a long time since I posted anything!! I have finished about 98% of the modelling. A few things left to tweak like the Triceps area and parts of the wings etc. I have begun texturing! I started by creating displacement and normal maps in mudbox on the skull and ribcage and then put it into photoshop to begin making colour maps. Each map is 4K in size and depending on the size of the object I’m texturing the map is scaled down to 2K or 1K though most large areas such as the torn torso muscles remain at 4K. I Managed to model the cloth around his head and his arm straps... [Read the full story]
April 9, 2009 · Leave a Comment
I have not had much time to work on this guy with all the small projects I have been doing. Every now and then I get a few hours or sometimes a whole day to work on it. It’s really starting to come along and I have a few more things to model before I can really detail it and get the it finished so I can start making displacement maps etc. The character Is my take on a character from a popular video game, Soul Reaver, I don’t want to make it exactly how it is in the game but I want it to be noticeable inspired by it. So far it has been a lot of fun. I like to try and push the poly modelling as far... [Read the full story]
March 31, 2009 · Leave a Comment
I decided to do a quick project over the weekend. I have not really had the chance to do many pieces of work that are in the advertising genre. The task was to create an advertisement for a made up alcohol product. I looked at a lot of ad campaigns for drinks like Bacardi, Smirnoff, all types of cognac and beer and this gave me a general Idea of what would be expected. I brainstormed a little to flesh out any ideas I had of what type of product I would make. I came up with the idea to make a strong drink that had a strong looking bottle. I couldn’t think of an interesting name for the product which did... [Read the full story]
March 25, 2009 · Leave a Comment
I finished the hairless rodent project! I have been working on multiple projects at the same time over the past few months and I am glad to see that this project is completed. I am quite pleased with how this has turned out and I am happy to have learned as much as I did about the whole process. The compositing phase of this project was hard to get to grips with. I know a lot about the 3D aspects of this kind of thing but I found it hard to adjust while I was compositing in 2D. Suddenly I was dealing with shuffling image channels, rotoscoping and marker removal. This was hard to get to grips with at first... [Read the full story]
January 18, 2009 · Leave a Comment
This is something I have been wanting to do for a while because of the size of the challenge it posed. I used the base mesh from the Exiled wizard model that was in my modelling showreel. I used mudbox for all the sculpting, it was in the standard “T” pose to begin with and after a short time of adjusting the everything that needed adjusting. I can see where I modelled things wrong when I first modelled the Wizard in early June of 2008, every body part was re-shaped so it would look correct. I then exported the base model into zbrush where I posed it using the transpose tool and then I imported the... [Read the full story]
Before I began work on the rodent project I needed to do a lot of research into rodents. I gathered up as much photographic reference and anatomy charts as I could on the subject... [Read more]
This tutorial is designed to show most of the UV mapping techniques and tricks that I use day in and day out. This is more of a brief case study rather than a step by step tutorial... [Read more]