Sunday, 15 July 2012

dat slut

[working progress....my ass]
Just wanted to attempt sculpting hair in zuubrosh properly for once, as all the heads I have done are bold for obvious reasons. Go me for practicing hair with this old hag....no fuckin improvement yo, anywho, till the next update x

Monday, 2 July 2012

Lambo update

vroooooooooooooooooooooooooooom beeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeerrrrrr  deeeeeeeeeeeeeeeeeeeeeeeeeeeeeeerrr!!!

Friday, 18 May 2012

Like a sir

[o_____o]


Gave him more legs, fold and cute little feet. Messed around with his color a bit more and sore NIPPLES. Also made a tophat and monocle for him in max. Manage to figure out how to work BPR transparent thingy but doesnt work with "best" render option, only works in BPR sadly. But didnt really have that much difference with the outcome. It's just a tad more shiny compared to BPR.

Wednesday, 16 May 2012

Tuesday, 15 May 2012

Female head update


Was only ment to replace and update the standard grey material to sculpt on and this happened, few twiks in the settings...ended up adding the color and texture instead.

Friday, 11 May 2012

Garrosh Update

[come at me brah]

Corrected alot of features from the last garrosh post, i.e them nipples. Also the arms and especially the wrist/hand area. Beefed him up a little to.

Wednesday, 9 May 2012

Some old guy

[POLYPAINTED]


Messing around with matcaps, material properties and textures.^O^.

Tuesday, 8 May 2012

Beeewbs

Female body study


BOOBS...nuff said..
and still need alot of work.

Thursday, 3 May 2012

The Penguin V.2

[New version]
[Old version]



So I decided to try and redo him, Mudbox vs Zbrush. Got bored really fast and this is fun, but creeped me out a little. Regards to the Americans.

Wednesday, 2 May 2012

Medieval Inn Repost



I've been messing about in 3Ds Max again, not much fun when the file gets too big and laggy to work on -_-, close up renders soon after a few rearrangements. Everything looks too blocky and clean also,going to be tearing and breaking up bits and pieces.

Sunday, 29 April 2012

Lamborghini Gallardo

Lamborghini update 02

Half way through moving verts and adding lines. Working on head lights, windshield wiper thingies and other car related features. The body work needs a lot of twiking and the bottom of the bumper is still missing.

Friday, 27 April 2012

Heads update

Head zbrush wip



Here are the head updates, closer to realism from the previous post. Still symmetrical at the moment and bitch still annoying to get her features right. 






Monday, 23 April 2012

Wednesday, 11 April 2012

bitches love faces


Nowhere near finish, especially the chick. Still not reached a satisfactory level on sculpting the female face, bitch so annoying right now. Then theres the old geezer...haha dem ears.

Wednesday, 28 March 2012

Come at me bro.

Add caption
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.
Add caption

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.