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Tuesday, 13 December 2016

Tutorial: Creating Realistic Skin for Characters

Hey Everyone!

Tutorial: Creating Realistic Skin for Characters

So I have finally done it, it has been up for a few days now so some of you may have already come across it but my skin tutorial is finally done.

It is split up into 2 parts, One is on the Texturing process the other is on the Look Dev process.
You can find out all about the series in this short intro video I put together: Link

And I also posted one of the chapters on my Youtube channel as a taste test: Link

So here are some close up renders I did to show the final result I will be achieving in these tutorials. I go through every part of the process and none of it is sped up or time lapsed.

Tuesday, 22 November 2016

Tutorial: Xgen Hair for Characters

Hey everyone.

I know I have been meaning to finish my skin tutorial, but to wrap up the character I wanted to give him some hair and I decided to dive right into Xgen for Maya. I came up with a pretty solid workflow and thus thought I would put out a tutorial while it was still fresh in my mind.

Here is the link to the tutorial:

Watch the youtube video for some more info on the tutorial.


Thursday, 6 October 2016

Roger, his mother didn't even love him...

Hey guys!

Some people have been asking me if this skin tutorial is still coming out. It has been slow going but this is a sneak peak at the progress so far. Hopefully I will have something out in the next month or so. Work has just been really busy the last few months.

Saturday, 4 June 2016

Rock Pile Tutorial: Instancing in MASH

Hey guys!

I recorded a free tutorial which you can find on my Youtube channel where I go through the process of generating a rock pile through instancing, using the new feature in Maya Ext 2, MASH. I have also provided the scene file for a small cost which contains the lighting I used as well as the rock assets and all of their textures. Check it out on Artstation to watch the tutorial:

Saturday, 7 May 2016

BFG Interpritation


So I did a presentation at work a week ago showing my process of blocking out a character or creature in zbrush, and my thought process through the first 45 minutes.

The images below show what I came up with in the first 45 minutes, as well as a comparison to an extra 2 or so hours. And then a sneak peek of where it is currently at.

Stay posted for the finished piece.

Sunday, 24 April 2016


Hey guys!

Just a quick one which I whipped up the other day, decided to light and render him out.
I was going for a blend between a human and an ant.

Monday, 22 February 2016

Tutorial: Texturing and Look Dev for Production

Hey guys!

I finally finished my latest tutorial, Texturing and Look Dev for Production.

In this tutorial I go through in detail my process of texturing and shading an asset for a production environment.

If you are interested, find out more through this link:

I hope you guys enjoy it and learn something new!

Here is my finished Orc piece, which inspired the creation of the tutorial, and still renders of the final helmet asset, generated in the tutorial series.

Thursday, 11 February 2016

Orc Update

Just an update of my orc piece.

This is just a crop of the final image.
Just need to make a few more touch ups and then onto some tutorials to explain my process and workflow ;)

Also thought I would throw in some detail shots.

Tuesday, 2 February 2016

Orc Bust WIP

So I have been working on the orc bust consistently for the last couple of months in my free time (which is only a couple of hours a day) to try and get this character across the line. You might recognize this guy from about a year ago in my blog. I ended up opening the zbrush file just to grab a piece of armor and then started reworking the form and armor to the point where I thought I should finally take it to a final piece.

Still working on the background for now, but here is a render of where the orc is at, along with a few WIP renders from along the way.

Hopefully I can get this one across the line for good!

Sunday, 6 December 2015


Hey peeps!

Long time no blogging.
Anyway, the blu-ray of Ant-Man came out a couple of days ago, and that means that I can legally share some of the shots I worked on.

I got to do more assets and look dev on this film than I have any other film before it. I even got to throw in a 'easter egg', see if you can pick it up.

So here goes!

The water pipe sequence was my biggest asset on the whole film. It was a process that went for about 2 months.

It was my responsibility to help design, model, sculpt, UV, texture and lookdev the whole asset for the sequence. This was a fantastic experience to solely take on an asset for such a big sequence in the film. The water simulation, ants and antman, animation, lighting and composting was done by other amazingly talented artists at Luma Pictures. Once the asset was completed, I then measured it out in real world length at Ant-Man's scale and it came to 2.2km long. Because of this the texture resolution through most of the pipe had to be very high. In the end we had around 70 UDIM maps for the whole asset.

Easter Egg: I managed to sneak my last name into the second image down!

Early on in development I also got to model out the air vent. I really wanted to do the look dev on this asset as well, but my time was all tied up in the water pipes.

The final major asset I worked on for the film was this one below. I did the modeling and the first pass of lookdev for this asset. I really like how these shots turned out.

Friday, 10 July 2015

Tutorial: Creating a Realistic Human Eye in CG

Hey everyone!

This is an in depth tutorial on how to create a realistic human eye in CG.

This tutorial is broken into 8 bite sized pieces where I go over my process as quickly and informatively as possible. All of the chapters add up to over 4.5 hours of content and you get a whole heap of the files I used in the creation of the eye.

You can purchase and download this tutorial for a small price at this link:

Your support is much appreciated!

Thursday, 23 April 2015

Skull Abstract Sculpture

Hey guys

So I did this Coyote skull a little while ago and decided to turn it into a couple of abstract sculptures using zbrush's array tools.

A bit different from my usual work, but I really enjoyed doing these pieces, and they all had a really fast turnaround!

Wednesday, 22 April 2015

Comicon Challeneg -2015 - Banos

Hey guys and girls

I thought I would post the work I did for this years Comicon Challenge. I did a character combination of both Thanos and Batman.