Thursday, 28 February 2013

Lunchbreak Minion head

A Zbrush doodle sculpted during lunchbreaks. I have a set of Minion figures from the old Codemasters published game: Overlord sat on my monitor. I thought I'd do a new version. Built from a basic poly sphere using the wonder that is Dynamesh.


Friday, 18 January 2013

Here is a rear view of my racing driver model. I need to add some carbon fiber detail to the Hans device and helmet at some point, but I'm pretty pleased with it.


Tuesday, 8 January 2013

Here are some close ups of the details on the driver model.





Racing Driver

I wanted to create a realistic, but heroic looking Racing Driver character. Combining hard edge elements and organic/clothing in one model. I've tried to make all the equipment and clothing as accurate as possible, but I pushed his overall proportions a little to give him a bit more of a heroic form.
All sculpted and textured in Mudbox, bar the Helmet and Hans device - which were subd modelled in Max.
I decimated the hi res meshes in Zbrush and then rendered them with VRay in Max. He's over 5 million tris in all.


Wednesday, 2 January 2013

Art Archive

I have a load of traditional art I did back when I was an illustrator and some from when I was still doing pencil concepts at game companies. These had been sitting gathering dust until someone suggest I should scan them in and post them online. So here is a little gallery archive: http://redbranch2dart.carbonmade.com/ and a few examples below.


 

Friday, 14 December 2012

Warhammer Online environment concepts from the archives

I was digging through some folders on my PC and found a few 'fast turn around' environment concepts I did back in 2004, while working on Warhammer Online. It was nice to try something different as my focus was/is generally on characters.
They were 1-2 hour concepts done in photoshop for the Environment team to use for location and model guides.

This is a long shot of 'Chiseltooth Peak' which was a Dwarf mine that had been overrun by Skaven, hence the eerie green glow of Warpstone from the entrance.

Here's is a closeup of the entrance with partially ruined dwarf architecture and the remains of a couple of unlucky adventures who went looking for treasure in the depths.

This is a shot of the entrance to 'Rat skull Barrow' which was another dungeon. This was meant to look like an ancient Barrow where men of an earlier age were laid to rest. Adventurers might find treasure or magical items inside, but they would risk awaking the ancient 'Undead' kings and their kinsmen who guarded them.

And lastly, here are some modelling and scale guides for environment props that we planned to place in different locations. The first row are Elven Waystones which channeled magic through the land, second row are Dwarf marker stones which would line ancient Dwarf roads and on the bottom row; Undead Monoliths that would line the route to Barrow entrances as a warning to the brave/foolish.

Wednesday, 31 October 2012

I wanted to do a render of my Cthulhu model with some dramatic ligthting. The renders I'd done so far were to show the model and it's texture in it's entirety. For this I wanted something a bit more 'filmic'.