Old work from early 2008
I thought I might aswell post up some of my old work from my old site.

This is a character model that I made for my First showreel. If you are familiar with the “metal gear solid” video game series you might recognise him as “Revolver Ocelot”. Everything was modelled in maya and tweaked in zbrush. For reference used google and 3d.sk to get a good idea of cloth folds and generally how clothing looks when its on a person. I also bought a small Action figure of The character and used that for reference too. Its alot easier when you have something infront of you to model from, this is because you can see it in three dimensions and see it from every angle.

When I modelled the gun for this character It took me about a week because I couldnt find enough reference pictures of a Colt Single action army from all angles. I like to try and make my models as accurate as possible and not having enough pictures from all angles slowed me down. I think I did a good job of making it, Hard surface modelling is not has difficult as organic modelling but good topology and an economic use of polygons is still very important.

Here is another piece from my old showreel. The main inspiration came from the clown from the “spawn” comics. I quite enjoyed the challenge of modelling someone overweight. I created a very basic basemesh in maya and then did all the detailing in Zbrush. I wasn’t very experienced with Zbrush at the time so I found it tricky to create certain shapes and I had to discover techniques on making certain details. as I look back at it now I think of it as a good attempt of what I was trying to convey but it doesn’t really jump off the page as being anything special.

This was one of the first head models that I made in mudbox. I used the same basemesh for this head that was used for my “Revolver Ocelot” model. It took me about 12 hours over a few days to finish. It took me so long because I still wasn’t very experienced with digital sculpting applications like mudbox and zbrush.




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