FogLog

Production Journal

Posts Tagged ‘zbrush’

Male heads, mostly

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May 10th, 2010 Posted 9:59 am

The last piece was done as a paintover of zBrush sculpt, with some photographic sources added in, and lots of tonal adjustments and reshaping. The sketch next to it was a study from a still, and the first two sheets are just sketchbook pages, some were done with reference, some without.

Not just a head…

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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.

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Posted in Works

Two more zBrush heads

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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:

Head sculpting timelapse

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.

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Posted in Works

Emerging from the mess of untweaked verts

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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.

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Posted in Works

Sam!

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October 7th, 2007 Posted 11:13 pm

What?! I have a website? A blog? Alriiiight, lets spam it!

Sam 08

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!

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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.

Quicky heads

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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.

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Posted in Works