Wednesday, March 23, 2011

Recluse Mech: Rig Demo



Here is a quick demonstration of the rig and controllers I put together for the Recluse Mech. First is the IK demo, followed by FK. The antennae are controlled by a dynamic hair system with the follicles acting as the curve for spline IK. There are a few thing I wish to improve on (as always), but I am mostly satisfied with the results. Comments are welcome! Enjoy!


Monday, March 21, 2011

an Om Sunrise

This is essentially the same as the previously posted "Om". However, this is the completed piece. There are 3 pieces of geometry, the 2 hills and the sun sphere. The grasses, flowers, and sun rays are all Maya pFX. The atmosphere and the clouds which used to be a static image background are a now a field of fluid dynamics to allow for a better animation and color change as the sun rises. It may seem a bit more CG, but stylistically I like it better this way. I hope you enjoy!


Tuesday, December 21, 2010

The Bodies

So here is what I turned in. I won't say these are finished. Being new to ZBrush without formal training has proven to be a challenge, but one that served as a great learning experience. At this point, both models are at their densest I can comfortably work with them. It is now time to learn retopology during my break between quarters so I can add the detail and refinements I wanted in these sculpts.















It is worth noting that the female mesh was run through Decimation Master at 1% prior to these renders. This was my first attempt at reducing the poly-count so it would be possible to add the detail I want. However, I didn't get quite what I wanted, as the new topology is not ideal for resculpting, so it appears decimation should wait until the end of the sculpting process while retopology can take place earlier in the process. I'll go back retopologize using the high-poly version.



















Friday, November 5, 2010

The Recluse


This is the mech that I've been working on the last week. I've decided to go with a brown, desert-ish look to it. Its been a bit updated from its original form. I added some organic shapes and detailed it up a bit. That and a weathered texture and here you have The Recluse.

The unfinished model has been on my drive forever. Its a good feeling to see it completed. Modeled in Maya. Textured in ZBrush with Polypaint. Rendered with Mental Ray.

Tuesday, November 2, 2010

Sportsmech - Mr. Sticky


So, here you have what a speed enthusiast might drive if mechs ever became standard.

Poly-modeled in Maya and rendered with Maya Software with two lights. No textures, only shader materials.

Thursday, September 30, 2010

From the Vault

 I thought that since the blog was seeming quite stark I'd share some of my older work. Enjoy.


The Stones - 3DS Max & Photoshop - 2003

Chopsticks - 3DSMax - 2004
 
At the Bacchanal I (promo) - Poser & 3DS Max - 2003

At the Bacchanal II (promo) - Poser & 3DS Max - 2003

When Angels Weep - Poser & Photoshop - 2004
Maria Fumaça - 3DS Max - 2004

Chester the Cheetah - 3DS Max - 2004