Had a bit of time to block the rest of the body in. Still working in Dynamesh, which is lovely for trying ideas out as you sculpt. Once the major proportions and shapes are defined it'll be re-topology and working in the details.
Friday, 12 July 2013
Monday, 24 June 2013
WIP Spiderman 'Rhino' sculpt
Here are some work in progress grabs of a little project I've been doing in recent lunch breaks.
With 'Rhino' being announced as one of the villains for the Amazing Spiderman 2, I thought I'd sketch sculpt my own version in Zbrush using Dynamesh (This started out as a simple sphere). I've given him a power armour 'Ultimate' look over the traditional bio suit. Lots to do, but I'm enjoying playing with the big primary shapes at the moment before retopology and details.
With 'Rhino' being announced as one of the villains for the Amazing Spiderman 2, I thought I'd sketch sculpt my own version in Zbrush using Dynamesh (This started out as a simple sphere). I've given him a power armour 'Ultimate' look over the traditional bio suit. Lots to do, but I'm enjoying playing with the big primary shapes at the moment before retopology and details.
Thursday, 20 June 2013
GRID 2 game res driver models & textures
Here are a couple of viewport screengrabs of the driver models I made for GRID 2. You begin the game as a street racer and then, through your achievements, become a pro driver. Hi res assets were created in Mudbox and Zbrush, hard edge gear, bakes and final game LODs in Max. Thanks to Arai, Alpinestars and Hans for loaning us the gear to reference.
Textures are 1024 x 2048: Diffuse, Normal and a Spec/Env mask/Colour tint mask.
Textures are 1024 x 2048: Diffuse, Normal and a Spec/Env mask/Colour tint mask.
Friday, 12 April 2013
Another peak
This time of some of the detail on the back of the character. No render touch ups in Photoshop. This is all geo rendered in Max.
Tuesday, 9 April 2013
Thursday, 4 April 2013
Monday, 18 March 2013
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