Showing posts with label ZBrush. Show all posts
Showing posts with label ZBrush. Show all posts

Thursday, 26 April 2012

Ammo shortage!

For all the people following this blog they will have known I have been working on the outside area for the building I created a while ago. I have been working on the texture getting it to tile and its starting to take shape and im just feeling my way round the getting the characteristics in that I like. The whole struggle for jobs at the moment has been a real demoralizing time for me and I am sure others that have been forced into the unknown of unemployment at the current economic state. If work seems a bit slow that is more than likely why. It is however important however to keep optimistic and push through. I thought for the mean time I could work on producing some models at the end of my day for turbo squid to keep me financially going for the mean time. A hour or so at the end of the day to crack out some small models that are easy to model and texture to get a nice outcome. This will few extra props for my portfolio and also varying my workflow to keep me motivated. Heres a quick ammo crate that I have modeled in high poly and also a beginnings of a tree.




Monday, 12 September 2011

Old African Man Sculpt further cont...


further update on sculpting work. I worked a bit more on forming the ears and also skin texture. I've tried a bit more on the skin folds also. I think im done with sculpting now as I want to concentrate on learning to poly painting.

Wednesday, 7 September 2011

Old African Man Sculpt


To further my learning into Z Brush here's another experiment that I've been doing so far. This sculpt started from a simple base mesh to were it is at the moment. Next step for this is to use Z brush to UVW unwrap, texture and normal map the model on to its lowest sub division level. Least then I will have some experience in organic high poly modelling to start pushing into hard surface modelling such as cars and weaponry.

Tuesday, 30 August 2011

Moving to Z Brush



After my experiments with sculptress I thought that pushing into a High poly modeller would only help me to develop my Environmental Artist skills. After whipping out my anatomy book I started getting used to the tool set and user interface of a new program. After modelling a base head model in 3ds max of a very simple low poly mesh I took this over to Zbrush to start Sub Dividing and making something of the model. After getting the main human anatomy down in the mesh I started combining human anatomy with a hint of lizard but really this was pretty freestyle at the time but has produced some interesting results so far. Here is where I am so far with my model.