I returned to this sculpt after being busy on other stuff and it suddenly occurred to me "his head is tiny and those horns aren't going to scare anyone or do any damage. Once again Dynamesh enabled me to make changes that might have taken time in the past. Now he has a serious set of horns and a head in correct proportion to a man being inside the suit. I've also figured a way for the face plate to slide up to reveal his face for the classic Rhino look.
Onward with the sculpt....oh that's the end of lunch :-(
Tuesday, 23 July 2013
Friday, 12 July 2013
Spiderman Rhino wip cont
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.
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
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