Here are 3 viking speed sculpts I did about a month ago. The object and the current project I'm working on is taking one of these concepts and re-topo to a game suitable model, something fairly low-poly..under 5k polys. The hand painting the textures, I'm also doing a lot more tradition drawing lately, anything to help strengthen my art skills.

Here the viking concepts.


I finished my latest image about 2 weeks ago. The total process for this one was definitely longer, especially since I tried out a few sculpts first to find a direction I wanted to follow. Was a fun project to work on and I learnt alot about vray and shaders in the one..

Some more low poly stuff is next in line.

Heres the final render.


I've finished my 'thumbnails' for my latest zbrush project. I do like the idea behind 'thumbnails' and it definitely helps with the create process in the early stages and helps lock down a more solid design base. Following the instruction from my Bryan Wynia video, he used photoshop to extend the thumbnails, which I have also done, but I feel my sculpting is a lot stronger than my drawing.. I also didn't do as many, only 4 in this instance.

I've decided to go with number 1 below.


Hey all, so i'm back in Zbrush after a bit of a break playing with Unity.
I've been following some tutorial videos on CGSociety by Byran Wynia.  He uses an interesting concept called 'Thumb Nailing' which basically involves speed sculpting three ideas in Zbrush then using photoshop to paint over so you ultimately are left with 20 or so thumb nail images of potential designs. I really like this idea and I hope I can come up with some cool concepts.

I'm going with the idea of an 'Alien host' I want to make something really confronting and shocking. So far I've completed 2 sculpts and I'm excited to do the third.

Heres a quick look at the speed sculpts so far!





Lately I've been spending a lot of time working on a Unity3D project, not only from a texturing and modelling point of view but also from a software coding point of view. Its been years since I actually wrote any decent code but I must say I still remember quite a bit and I've managed to pick up a lot of C# in Unity really quickly.

I'm currently pro-typing my own game, possibly for a mobile platform, if I can get something to a state that I'm happy with I will approach a few of my software developer mates and see if we can take it all the way.

But in the mean time here is a little sample of a low viking character I created for the unity project.

Low Poly Viking


Hand Painted Texture



 
After finishing my goblin project, which was all about high-res detail and epic render times, i've turned my attention back to low poly work for a Unity 3D project I'm working on.

I'll definitely get back to the high res stuff soon though as I have an idea in mind for my next project! But for now i'm working on a simple low poly character, i'm again tackling the hand painted textures, which is the biggest challenge for me.

But I'm always so impressed by how cool some of those textures can look. I'll post some WIP shots in a few days, but for now I want to leave you with this little gem I found!

You may note that in 3ds max when working with textures, they appear lower resolution in the view-port window. This isn't so bad when you are working on a rendered piece but if you are creating real-time art for a game engine you'll want to see your textures in high quality in the view port. This little max script lets you control it all via a handle little UI that you can make to a menu or keyboard short cut.

Nitrous Texture Tweaker 


I finally completed my goblin prison warden scene. This final render was constructed with Zbrush, 3DS Max, rendered with Vray and post processing in After Effects and Photoshop. The last few stages were a little bit rushed but I'm pretty happy with the final image. Full sized image here



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