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.

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.