Posts Tagged ‘3D’
Not just a head…
June 20th, 2009 Posted 4:59 pm
This guy has a body too… well, sort of partial for now.

I thought it was interesting to see how it all came to this, so I loaded my WIP files one by one and snapped the image of each, and then arranged them chronologically into this little movie:
It all started from zSpheres as one piece, then down the road I resurfaced it and chopped it up intu multiple meshes, and also added more pieces, such as epaulets and belts. The model went through a lot of proportion changes, and from cartoony to realistic. Medium low res models are then assembled in Maya, and the detail is brought back with displacement map. Some test renders should pop in here soonish.
Two more zBrush heads
June 6th, 2009 Posted 10:06 pm
I reckon it’s time to post something, because it’s been a while, and it would be a shame if the occasional visitor of this site thinks that I am a lazy bum, which of course I am not guilty of! So here are the two heads that I promised in the title:
This second head also comes with a timelapse of its creation, here’s YouTube flick:
There is more in the works, but at present it is not in quite presentable state, as I am still in the process of learning to do proper software redering, but some screenies are due to pop up on this page… soonish, I hope.
Emerging from the mess of untweaked verts
March 1st, 2009 Posted 9:24 pm
There’s a long road ahead, but I think I’m off to a decent start.
More is to come and I’m pretty glad I’m back to doing some 3D in my spare time. Surprisingly, I don’t get tired of it after 40+ hours of doing it at work. It feels good to have all the resolution I want to make a good render and don’t have to watch my textures get crunched down to 256².
Ornaments
September 14th, 2008 Posted 8:08 pm
Oh boy, it’s been a long while since the last post.
So I’m back with some 3D stuff to show. I’ve been exploring ornamentation and since today ornaments in architecture are fairly non-existent, I was wondering what if they were to come back in some classicism or, even better, rococo or baroque revival wave and if they were to inherit some of the motifs from the present and our everyday lives. Things that came to mind are various commodities, like iPods and big screen TVs game controllers and such, but those things are so plain design wise. So I looked at some more “ornate” things. What I ended up was money and drugs!
The first came up the one dollar bill, which in ornament form could work as picture frame (instead of Washington, insert your favorite celebrity), or a mirror frame.
And today I finished this capital, and I called the file PotColumn.ma (:
Wires:
And a closeup of wire, click thumbnail for full size image:
Here’s also a gif showing some of the workflow:

Tags: 3D, 3d modeling, ornament
Posted in Works
Sam!
October 7th, 2007 Posted 11:13 pm
What?! I have a website? A blog? Alriiiight, lets spam it!
For the curious: this is my interpretation of Sam, from Sam and Twitch comic book. I have been working on this fella in the past several weeks in ZBrush, Silo and a little bit of Maya. I haven’t used any reference explicitly, but I looked at Ashley Wood’s amazing covers and comic book pages by Angel Medina for ideas and inspiration. I’ve built the low poly mesh, and I hope to UV it and bake textures hopefully sometime next week. Then off I go to start working on Twitch.
Philip Marlowe yet again!
August 18th, 2007 Posted 10:25 pm
But this time it wasn’t Bogart, it was Elliot Gould in Altman’s excellent The Long Goodbye.
Taško Načić!
July 29th, 2007 Posted 10:27 am
Here’s the bust of the famous Serbian actor – well at least something that somewhat resembles him, since the best reference I was able to get of him were stills from badly encoded VHS rips >_< . The spec map is still missing, although SSS is more or less tuned, but I still ought to do a lot of clean-up and finishing touches. I’ll post the more complete version when I get the chance to work on this piece some more.
Edit: here’s the final version:
Tags: 3D, model, render, taško načić
Posted in Works
Quicky heads
July 13th, 2007 Posted 10:22 pm
Some outOfSphere ZBrush 2 quickies I’ve done at work while waiting for map bakes. Around half an hour each.

I Love You
December 14th, 2005 Posted 10:56 am
Although I haven’t posted anything on this topic, I’ll just briefly explain what’s the deal with this project, and eventually post about the project experience. I love you, also known as Mary and Howard is a project I’m working on with one and only Joice Ozaki, and its production sort of stalled in past few months, as we’re both getting busy with other things, but it’s not forgotten, and will definitelly get completed, hopefully not too long from now.
The animation will have a look of cutout, since it is based on a six page cutout book by Joice. The characters and most of the background are, however, created in 3D, or Maya, to be more precise. The characters and environment are fairly simple, and cartoony. I promise to post some rendered images as soon as I update the rest of my website and pick the images I want to show to the rest of the world.
Geez, I just noticed that I have done it again – that is, made promise about work that needs to be done, as so many people do in their posts. I’m sure occassional visitor doesn’t care much about promises, only what’s there to see, and thus I promise not to do it again! ;)
Tags: 3D, animation, short film
Posted in Works
Pandaemonium
November 14th, 2005 Posted 11:27 pm
Well, here is indeed a nice update for the gaming section. Mainly, I joined the game modding team that works on total conversion mod for Half Life 2. I donated some webspace for this project, so the link is still within Fogmann: Pandaemonium Website and forums, where most of the project related stuff is happening, such as media updates and various discussions related to just about any aspect of the game. Here what the player character I’ve built looks so far:
I hope to soon post the textured version. The normal map for this character will be created from the high resolution version that I will create with ZBrush.

















