Thursday, June 30, 2016

Refined the face a bit, spent some more time on armor exploration.


Saturday, June 25, 2016

Speed sculpt for the night. Trying to break through that next threshold. 



Monday, June 13, 2016

Decided to take this vampire a bit further.

I often wonder what Tolkien's universe would have been like with a Vampire element. Imagine even further that these Vampires had a kingdom with a standing army. What would it look like?



Still roughing in ideas of potential shape language for the armour.


  


Update #1 // Armor work and thinking about prop placement.
 

Saturday, June 11, 2016

Speed sculpt for the evening. Vampire inspired by a recent D&D game.




Thursday, June 9, 2016


Here are some early renders for the XDS I began working on for my character.


Testing out the Springfield Armory logo for rendering. 

Messing around with magazine types.


What firearm would be complete without a proper case?





Monday, February 29, 2016


-Foundation elements for the drop down holster are in place minus one. The element that houses the firearm itself.


-Stand in mesh for scale

 -Current overall


Saturday, February 27, 2016

Starting the weekend off with some character!

-Playing with different ideas for private, military, and police signage on the molle setup.
-Belt creation in Maya


-Created a fabric tile out of Substance

-Placement and detail pass in Zbrush



Thursday, February 25, 2016

Wednesday, February 24, 2016

Flow state was in full swing today // More progress




Tuesday, February 23, 2016

Monday, February 22, 2016

Its been a while since my last update and I found some time to jump into this project again. So here are some screens. Motivation is high as this character begins to take shape.

 







Friday, January 29, 2016

Tuesday, January 26, 2016

More updates, had another go at the facial features.




Monday, January 18, 2016

Monday, December 7, 2015

Trying to explore some techniques for approaching fractals in nature. 



  


Thursday, November 12, 2015

Update:
Spent a little more time to quickly adjust the roughness map for this previous exercise. I really liked the sleek look the previous renders had but after some feedback it just made more sense to get the roughness map to a good foundation.







Previous:
Exercise for the evening that ran a bit long. This stone wall was created in zbrush from a single subtool, the idea here was to maximize the mileage you can out of a single asset while still aiming for a strong visual target.










These maps are ready for PBR authoring followed by testing in Unreal.