Finished with the (first ever!) dedicated male anatomy study. In the process of creating a female base mesh anatomy study as well. Hope to do one every month or so to improve.
To be included in the indie title: VELOFFICE RAPTOR
Tri count: 13k
Map resolution: 2048
Sculpting (ZBrush), Topology (Topogun), UV Unwrap (Maya), Real-Time Renderer (Marmoset)
Cthulhu bust. Used an assortment of Squid reference. Inspired by the great tutorials of Dominic Qwek, released over at gumroad: https://gumroad.com/dominicqwek
Sculpting (ZBrush), Renderer (Keyshot)
Tri count: 31k, Map resolution: 2048
Sculpting & Modeling (ZBrush, Maya), Topology (Topogun), UV Unwrap (Maya), Real-Time Renderer (Marmoset)
Decimation Master into Maya for a subdermal/epidermal shader and light scene and the final maquette sheet comp in Photoshop. Phew! Andrew Baker’s workshop, what a fantastic adventure in concept design.
Only a few days worth of lessons remain. Finished the render passes on the second “Lurker” Orc. It’s been quite a journey. Picked up a bevy of great concept workflow tips from Andrew Baker (Weta Workshops) during these incredible 8 weeks.
I’ve been nestled snug in my 3D cave for the past 8 weeks attending Andrew Baker’s (Weta Workshops, The Hobbit) online workshop. There’s an immense amount of material and it’s been a spectacular experience. Still much to do but here is an update. Nearing the finish.
[Software: ZBrush, Photoshop]
It was a complete surprise to find out 3D Artist magazine featured one of my recent projects as their ‘Image of the Day’ on Twitter and FB. Thanks so much for the digital high-five 3DA!
Link to the Facebook announcement HERE
You can find their magazine on store shelves or here: http://www.3dartistonline.com/