Showing posts with label 3D Character. Show all posts
Showing posts with label 3D Character. Show all posts

Friday, June 21, 2013

Some Sculpts

Hey all! Here's a stack of Zbrush sculpts!



First off the samurai characters from my thesis:





Next a Rengar (from League of Legends) for an art test with Riot Games:



That yeti monster:



This one was done for a workshop Hasbro put on back at Ringling. My goal was to sculpt an action figure: her joints are articulated, her (removable) quiver holds two little arrows, and she grips her bow. If this were actually produced... I'd want a little rubber band string on the bow... so you can shoot tiny arrows. :D


Sir Ian McKellen (I love his face):


An another samurai, a statue from the thesis:







Wednesday, May 8, 2013

Thesis!

Hey kids! I GRADUATED!!!
I'm officially a Ringling College Alumnus, and I'm heading up to Rhode Island this weekend to start working with Hasbro! I've got lots of plans for personal projects (portfolio-beefing and otherwise) in the coming year...

But first, how about a thesis??




The whole project took about a year-and-a-half, and was done by myself, Shannon Berke, and Max Golosiy. I was responsible for the temple environment in the first shots, the rainy village, and all the dead dudes who come back to life (the main dead general on the rock + garden/house env was done by Shannon, and the old samurai main character + castle env was done by Max).

Here's some cool stills of my stuff:








Saturday, May 12, 2012

Animated Monster!

Animated this guy for my last project in 3D this semester. Might go back and add in some sexy fog/spit particles coming out of his roar... that'd be sick.
But then this was a just-for-practice sort of thing.




Enjoy!

Monday, April 2, 2012

Finished Boss Monster!

Oh jeez! I've been cramming too much for too long and totally forgot to be keeping up with this blog. Also I suppose all of my art showing-off energy has been going into portfolios and WEBSITES!!

Anyway, finished up the 3D model of that boss character I was showing off forever ago.


Concept first!





And the final guy! Might be animating him, so maybe expect to see more of him.

Tuesday, January 31, 2012

Sir Ian

Next project was to sculpt/model, rig and animate a celebrity likeness or caricature! I chose to do a realistic sculpt of Ian McKellen.



Had a lot of fun with the high res sculpt, although... he started to get pretty creepy once I textured him. Uncanny valley ho!



This was still a good project for me though, because (besides learning how to animate faces) it made me realize that all the work I've done for school so far has been realistic-styled work. So, I'm going to try and make a more fun and stylized character for the next project, the boss character! Excitement!

Wednesday, January 18, 2012

Sweaters!

First assignment of the new semester! I am going to be in zBrush 24/7 and I am SO HAPPY.
Anyway, just a quick one week warm-up assignment:



Oh! Also my portfolio site is sort of done! I'll have to move it out of my free Ringling webspace eventually, but for now check it out!

Friday, May 13, 2011

Character Animations

The last bit of the character project (for now, anyway), was animating her. I ended up with two cycles: an idle and a walk. Pretty heroic.







Wednesday, April 27, 2011

Sophomore Year Post-Mortem

Just wanted to compile some of the stuff I'm most proud of from this year.
Remember that you can click on the images to enlarge them!





High res character sculpt, made in ZBrush with a little help from Maya.




And the same character, low res. 11,934 triangles (our limit was 12,000), and three 2048 texture maps (also the limit). Modeled in Maya, then put together and rendered in Unreal Development Kit.


Scroll down to the older stuff or check out these links for more in-progress and detail on the character model: Face detail, progess shots, and the original concept.





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Game environment, based off of a classmate's concept and using assets shared by the entire class.  The assets made by me were several of the signs, the railings/fence, the garbage, and a set of building pieces, as well as any extra things that needed to be thrown in.







It's so tough to show off an environment without the ability to actually walk through it yourself, but these are some screenshots showing off my assets, which are:





This project is definitely the one I am the most proud of this year. There's just something so completely exciting to me about creating an actual space that someone can explore!
Scroll down or check out these links for more environments: more screenshots, and another camera move, as well as some concepts.





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And finally, well, I didn't get a lot of drawing done this year, particularly this semester (don't even get me started on how excited for the Drawing for Game Art class next semester I am), but I'm still very proud of this painting. 
This was an illustration of a mechanic from Chess: the movement of the knight piece, which can jump over other pieces. I sure spent a lot of time with that game last semester.






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Well, it's been a crazy, knowledge-packed, insane mess of a year. Bring on Junior year!

Thursday, April 7, 2011

Pilot Low-Poly

She's back! Now in under 12,000 triangles!
I also noodled with her face a bit more since last time:





I was more interested in getting the model to look like the high res version than I was making it as low res as possible... so I tried to maker her as expensive as I was allowed (which, in this case, was 12,000 triangles and three 2048 texture maps). Very satisfied.

Now it's time to rig and animate her!

Sunday, March 13, 2011

More Pilot

Here's another close-up, mostly just to show off her eyelashes. They still make me really excited.

Monday, February 28, 2011

Wednesday, February 23, 2011

Character Modeling!

They're here! The 3D form of this lady, and what I've been working on all semester, finally getting close to being done. With the high poly sculpting, at least.

Here she is so far, anyway:







Everything's been made with a combo of Maya and ZBrush so far. She needs texturing next, and then on to low poly modeling!