Wednesday, 28 March 2012

Come at me bro.

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What he looks like so far in zbrush, I havent finish importing the rest of he's armor, because at this point my subtool bar is getting silly to navigate through.
Only started modeling today because i've been polishing my portfolio for the last 2 weeks, plus this weather sucks *HHISSSSSSSSSsssss

Monday, 27 February 2012

Base Mesh
        Armor almost complete, few more twiks here and there...then I can start phase 2.
                                              "KILL IT WITH ZBRUSH"

Thursday, 16 February 2012

Garrosh DERP

Added a few more bits and bobs on him, them boots, buckle and chains. Just the shoulder and armguard main pieces left....lies, theres a lot more do add! cant wait to zbrush this cu....bastard, another lie :)
Also updated he's pants in zbrush, more leathery and rugged, less swollen sausage looking. Haven't retopologized the pants to show so left it out for now.

Tuesday, 7 February 2012

Polypaint start up



Got back on zbrush and started putting some color on this dude. Started with a white base colorfill and layered he's skin tone bit by bit, been trying to get the right look skin on him which is a rough, ragged, leather and rocky feel overall. Still trying to figure out how to paint the cloth around he's waist, wrist bands and the facial hair properly.
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Sunday, 5 February 2012

Break from zbrush

DFK[Pitstop]
Decided to go back on my DFK prop folder and work on a new environment scene. The pitstop idea was first implemented during the making of DFK racing game in my third year, but didnt have enough time to start it. This would give me the chance to show the rest of my assets for that game that i didnt get to show in my portfolio.

Darunia sculpt is on hold for now, i've done a few more twiks on him i.e the cloth, face feature, hair details and less symmetrical look over all. Added the base texture also on him, so will post a completely finished version soon.

Wednesday, 1 February 2012

More bumps

Increased the polycount a few millions more, i still need to work on his tabard, it doesnt feel like "cloth" yet.Also gave him toes and nails.Still unsure about the fingers especially the thumb. Just a few more twiks here and there,like he's beard/hair, to me at the moment they dont look right. He should be ready for the textures in a few minutes.

Tuesday, 17 January 2012

Darunia update

Not naked anymore, added more subtool accessories on him and a few wrinkles here and there, spent most of the time messing about on his wild facial hair which is still messed up now ¬__¬, defined more on the muscle tone and hoping the anatomy looks ok. Mainly guessed it as I didnt get much success on googling "goron anatomy", also trying to keep him simple and friendly looking as the game intended, but keep getting the urge to do the opposite..........maybe after ;O

Mr. Darunia Nude

Just another zbrush wip and this is one of my favourite and well known character in the legend of zelda series, not completely finished as you can see. I've been working on this for atleast 2hours from start. This mainly gave me a good chance to familiar myself with the different brushes and techniques in zbrush, especially with sculpting hair and muscle. I will post an updated version soon with more visual details and hopefuly textures.

Sunday, 15 January 2012

New Computaa

 Havent been able to make anything for a couple of weeks, was a hectic ending to 2011 and a slow start to 2012, BUT I HAVE BEEN BUSY, i think.
Here are some screen grabs, not much but better than nothing i guess.
Started adding more to my asset collection, all made in different bits, built together at the end. Still messing around with lighting so its a bit dark. I might discard doing this in 3ds max and try it in the udk engine instead, once ive installed it.


Back view, not much going on here.
Lighter version, can actually see whats infront.
Back view.
Now here are the bits of assets i used to make this monstrosity and i still have more on the way, but these will do for now.












Decided to take a break from max after making all these and touch up on my zbrush, I really wanted to get use to zbrush and get the grip of being comfortable with it, and so whats the best way to do so none other than sculpt a legendary pokemon...

Monday, 10 October 2011

Update

So just a quick update, finally remembered my account details here haha, therefore I'll be able to post and show more of what Ive been up to since the end of DFK racing and graduation. Currently working along side "Gameslabwales" with character designs and portfolio is finished but still need some polishing up to do.

Felt that i lacked vehicles in my portfolio so decided to add this to my collection, not completely finished but its getting there. Polycount so far is around 7800 and it is still yet to be unwrapped, oh joy -_-

Currently working on a charter model for racing game called "Much for haste to igford" and this is him :D still working on weather to go low to high or the other way round on this dude, but reading up on going high to low. That will do for now, PEACE!

Sunday, 29 May 2011

Final Render

Showreel

http://www.youtube.com/watch?v=h9hAHUeMv1owell this is what i got to the end, not totally happy with it, not all the assets i made for the game was show in here mainly because of render time.

Monday, 24 January 2011

Character Update

just a few more bits and pieces added.
Mapping, texturing and sculpting in zbrush should be fun...only the skinning part I ain't looking forward to.

-Shit just got real-