This blog is a place where I will showcase my work, both personal and professional, to the public. I work at a feature film company called Luma Pictures where I work with a fantastic team of great artists to help greate visual effects for the latest and greatest films. If you have any questions dont hesitate to shoot me an email. I hope you enjoy my blog Tom Newbury CG
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Tuesday, 27 March 2012
Here is an update of the character fully textured and applied to the animatable mesh.
I used a diffuse, normal and displacment map to achive this look.
Here is a wireframe of the character as well, showing the animatable mesh.
Next I will rig the character and then hopfully get him animated and do a few pose renders with a few props and a setting.
More to come!
Labels:
alien,
character,
creature,
fantasy,
maya,
model,
monster,
oak,
production,
rig,
texture,
zbrush
Monday, 26 March 2012
Hey
I finally finished the refining and detailing of the character.
It has taken me roughly 4 days so far to get to this point.
The next step will be to texture him within Zbrush and then export all of the texture maps to be applied to the model in Maya.
Keep a look out for my next update!
Tuesday, 20 March 2012
Production Character Workflow: Part 01
Hey
So I started working on a production character the other day for practice.
I was going through my many folders of artwork by some of my favourite artists. I came along a concept artist called Joshua James.
He had done some concept sketches of some biped creatures. I really liked the shapes he had used in one of them and so I started sculpting it in ZBrush using dynamesh.
Here is the sketch done by Joshua James. (blog link: http://joshuathejames.blogspot.com.au/)
Here are some renders of the finished rough model.
This is only the first stage. From here I then take it into Maya to be retopologised and UVed.
Here is what the final retopology flow looks like, and the UV's.
The next step will be to sculpt the high resolution mesh.
Then I plan to pollypaint the surface.
Then all of the maps including displacment, normal and diffuse maps will be brought into maya and applied to the retopologised mesh.
Then I plan to rig the character using 'The Setup Machine' and pose him to then be lit and rendered.
I will probably end up sculpting some sort of platform for him to stand on as well in ZBrush.
Well keep watching and my next post will be the high res model completed.
Tuesday, 13 March 2012
I spent the last few hours doing some light and rendering tests on my skull model.
I was aiming for realistic, not sure how well I did though...
Ah well practice makes perfect.
Started this skull sculpt a little while back, only just managed to finish it off now.
It was mean't to be for part of a character, still have to see if I wan't to create the character I origionally planned.
More work to come soon!
Sunday, 11 March 2012
Here is another speed sculpt I finished a few hours ago.
This one took me about 2 hours to complete.
Here is a timelapse video of how I sculpted the bust.
More to come soon!
Friday, 9 March 2012
I am getting back into ZBrush at the moment.
Just trying the better my skills. Here is a video of a 1 hour sculpt I did.
I call him vulture man!
Here are some turn around too.
Hopfully more to come in the near future.
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