Saturday 26 April 2014
In need of a dentist.
Reviving this blog with a new sculpt of a creature bust.
This fellow definitely needs a visit at the local dentist.
Monday 11 March 2013
W.I.P. - elf adventurer continued
Finally another post.
I've put in some more time in the elf girl model.
I still have to add some minor meshes to the model and after that detail it.
Still missing:
Hair (lol)
Short sword handle
Small straps on the back, connecting the two belts
Pieces of straps on the arm armor
Retopologize the gloves and change the design.
I have decided to scratch the more doll-like-generic face and go towards a semi realistic one. The whole model gets a much more strong feeling like that.
Have a nice day.
Tuesday 26 February 2013
W.I.P. - elf adventurer
I did a sketch at the end of January 2013 of an elf with a bow. Recently I picked up the sketch and made a drawing out of it with a plan on render it to detail in Photoshop.
But along the way my idea evolved and decided to make a finished character in 3D. Ofcourse my concept evolved further, that's why there are some differences from the drawing and the Zbrush renders.
NOTE. the model is still heavy W.I.P. Basically it's still a basemesh, with a lot of modeling to be done and detailing.
I gave her full boots (without the toe cut-out) and also full gloves. The boots are thigh-high instead of knee-high.
I have only mirrored the left boot on the other side, since the boot is not retopologized, yet. And I haven't bothered with the leg shielding since, it's not retopologizes as well.
You can see I only hinted at some fold and only on the shirt.
In the picture below you can see the evolution from a simple shape into a more refined pouch. It's supposed to be a placeholder. That's why I duplicated it on the model for the shoulder pouch as well.
That's it for now.
Have a nice day.
The drawing in question! :)
But along the way my idea evolved and decided to make a finished character in 3D. Ofcourse my concept evolved further, that's why there are some differences from the drawing and the Zbrush renders.
NOTE. the model is still heavy W.I.P. Basically it's still a basemesh, with a lot of modeling to be done and detailing.
I gave her full boots (without the toe cut-out) and also full gloves. The boots are thigh-high instead of knee-high.
I have only mirrored the left boot on the other side, since the boot is not retopologized, yet. And I haven't bothered with the leg shielding since, it's not retopologizes as well.
You can see I only hinted at some fold and only on the shirt.
In the picture below you can see the evolution from a simple shape into a more refined pouch. It's supposed to be a placeholder. That's why I duplicated it on the model for the shoulder pouch as well.
That's it for now.
Have a nice day.
Monday 18 February 2013
hardsurface modeling - locomotive
Zbrush is a fantastic piece of software, but this time around I tried myself on some hard surface modeling in 3dsmax.
I wanted to make a simple locomotive, but a detail here and a detail there I came up with this. It's not hiperdetailed, but it's a decent start.
Monday 11 February 2013
speedsculpt - the nose
A speedsculpt I did over the weekend. It was nice for once ignoring most anatomical landmarks and just sculpt a cartoon head.
Wednesday 2 January 2013
Some drawings
It's been ages since I've drawn anything. If I remember correctly, more than 5-6 years.
Anyways. The first one is a cultist, holding a lantern and a spell book (fantasy setting) and the second is just a girl, holding a gun (it's obvious I haven't flashed out the gun. Just something to put in her hand.)
Monday 10 December 2012
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