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Thursday 29 November 2012


Hey guys!

So yesterday I got a job with Luma Pictures in Melbourne Australia.
I got the position of Modelling/Texture artist.
This is truly a dream job for me and I can't wait to start on Jan 3rd.
It looks like a fantastic place to work and an awesome bunch of people.

Here is a look at their website if you are unfamiliar with their studio: http://lumapictures.com/

Personal work may start to slow down once I start working, although I will attempt to keep doing some in my spare time.

Thanks for the support so far guys!

Tom.

Friday 5 October 2012

Cyber Rabbit Posed

Hey everyone

So I finally managed to get the cyber rabbit posed...
Took a bit of screwing around but yea finally did it!


I also realised that I havn't posted a back shot yet, so here it is, this is the area I had to make up myself because I had no design to follow.
Thanks for checking out my work!
Tom Newbury

Wednesday 3 October 2012

Think Tank

Hey everyone

Here is a short animation I made for Think Tank, a small business. It took roughly 2 weeks for me to make. I did the modelling, textures, lighting, rigging, rendering, animation and compositing. The concept of the film was by Michael Lai and the audio was done by my friend Ahmed Nashabe.

I hope you like it.



Think Tank from tom.newbury.cg on Vimeo.

Monday 24 September 2012

Cyber Rabbit Project

Hey!

So for the past week I have been working on one of my biggest piece's ever, trying to put together everything I have learnt in the past 2 years into one sculpture. I found this fantastic concept artwork painted by Constantin Maystrenko called Cyber Rabbit.



 I am very close to completing the model, just a few more details and adjustments to go.
Here are some screen shots of the WIP.







I modeled the gun in Maya and now I will add the final details in ZBrush.

 

The next time I post here it should be of the finished model rendered in Vray. So Keep an eye on this page for that update.

Enjoy

Tom Newbury

Thursday 30 August 2012

Skull Head

Been busy working so havn't really had time to work in ZBrush. Finally got a chance to play around in it. Took me 3hrs which was probably way too long but ah well, more practice.






Here is a time lapse of the first stage of sculpting it.


Skull Head WIP from tom.newbury.cg on Vimeo.


Enjoy

Saturday 11 August 2012

3D Artist Magazine

Finally!

My Dragon Head Render has been printed in this months 3D Artist Magazine. This is the first piece of work which I have had published.




Lets hope there will be more to come.

Thursday 9 August 2012

Sci-Fi Channel Bumpers

Hey everyone. Got some exciting news today. The first commercial I have worked on as a freelancer has been put on the internet for all to see. Here is a compelation of most of the shots I worked on.


SF Brand Spot from Sheepish Lion on Vimeo.
And here they are one by one.


SF Ident Transparent from Ink Project on Vimeo.
In this shot I was in charge of modelling all of the layers which you see under her skin. This included the muscles, veins, skull and brain. I matched the objects to the track which was provided for me. I also textured all of these elements and then rendered them off so they could go of for compositing.


SF BIRD 3 from Ink Project on Vimeo.
Here I was in charge of the modelling and rigging. I modelled the birds head and feathers, I also did some displacment passes for the texture artist to use. I also rigged the head and set it up to the track which was provided for me.


SF Polygon 2 from Ink Project on Vimeo.
This was one of the more complex shots. First I created a head, using the mans head as refernce. I then rigged this head, including blendshspes for the blink and mouth movements. I attached my rig to the track provided so his head moved and animated at the same time at the footage. I then created the mesh which his head was protruding through. Once this was complete I wrap deformed the plane to the animated head. In the rendering process the head geometry was hidden so all you could see was the smashed mesh on the surface. I really enjoyed this one because it was a challenge to achive what the director wanted.

My work on the smoke shot was very minimal, I basically just created some of the smoke which rolls up his face.

Here are some work in progress renders and screen captures:

Friday 13 July 2012

DemoReel test renders

Hey everyone So I got off my slack ass and decided to start making my first showreel (not including the piece of rubbish I created when finishing university...) Here is an example of the different materials which will be applied to each model as it slowly rotates in the scene. Not all models have textures though so they will work a bit differently. (CLICK TO MAKE BIGGER)
Now time to start the never ending rendering... I made some rough calculations on how long some of this is going to take to render and some of the figures I got was 9 days for one model, each one will be different though depending on size and detail. Anyway, will hopfully have the final up and running in the near future. Cheers for looking Tom

Thursday 5 July 2012

Hotrod - WIP

Hey everyone So the last few days inbewteen my freelance work I have been making a hotrod based off a sketch done by Mike Hill.
The model is almost complete, just need to ajust the model a bit more, add a few more parts and add some more textures to the rims and other areas. Here is a breakdown of renders.
Hopfully I will post the final render when its done. Tom Newbury

Wednesday 30 May 2012

Ando Bust Update

Hey there Yes another update, took a bit of a break from the model for a few days to refresh my eyes. I added more detail to the normal map because I belive it was loosing some due to the ss material. Dumbed down the saturation of the skin, to make it less 'pink'. Also removed the abient occlusion from the hair so it dosn't look as harsh.
Now time to try my hand at hair again...

Wednesday 23 May 2012

Andrew Bust Hair Update

Hey So been a while, I have been off playing with Maya hair to try and get some sort of realistic hair going on the model. This has been much more difficult than I expected, I have kinda hit a wall with it, now I know why people do characters with long hair. Long hair is quaite easy and you can get some really nice effects. But when you try to model short hair which is pressed against the scalp, its a different story... Stubble is easy because it sticks out from the face, but I can't for the life of me press the hair down against the head and still make it look belivable... Ah well So here are the eyelashes and eyebrows done, with some slight adjustments to the mesh. I think the hair needs to be a bit brighter in colour but also specular.
Think I am going to have a break from this and work on somthing else while I let myself cool down and work out what to do next. Tom.

Wednesday 16 May 2012

Andrew Bust Update 17/05/12

Hey So Here is another render update along with some more photo refernce for comparision.
Now for more adjustments and hair.
Another quick update. I adjusted the skin so it now isn't as red. I also added the eyes and created a spec map.
Now onto the hair... Also still have to adjust my render settings to make it a bit cleaner.

Tuesday 15 May 2012

Andrew Bust Update

Hey! So here is another update on the head. I have gone through and applied materials and textures and done a clean render.
It looks a bit wet because I have not yet applied a apecular map, so that is the next step and then onto the eyes! More to come soon.

Thursday 10 May 2012

Ando Bust Update

Hey! So I have pretty much finished with the modelling side of things. I can make changes as I go through the texturing phase.
Now time for textures!

Monday 7 May 2012

Here is an update with the Andrew Bust. The ears havn't been sculpted yet due to some topology issues I need to fix. Other than that I think it is getting pretty close! I also attached an image of what the guy looks like along side it. This is about 6 hours of work so far including the basmesh.
More to come soon.

Monday 30 April 2012

Portrait Competition

Hey everyone! So today I am starting a new project which is for a competition, so Satham is on hold for now. This will be challenging because I plan to not only create a realistic model of my friend but I also plan to rig it as well. Here is the basmesh of my friends head I created in Maya ready for sculpting. I think it is one of the cleanest base meshes for a head I have made so far.
I plan to go over my process here, so keep a look out for updates.

Thursday 26 April 2012

Jason Statham Bust Update

Hey everyone just a quick update. I managed to get the eyes looking semi realistic, still have to work on them a bit more.
Now for the hair.

Monday 23 April 2012

Jason Statham

Hey everyone! Over the past week I have been teaching myself how to achive realistic renders when it comes to peoples faces. I am now putting this new knowledge into practice with my Jason Statham bust. While doing this I have realised there are some issues with my model (I should have turned perspective on in zbrush at some point to check how it would look in real world...) Here are some select renders of the many I have been doing today.
Once I have fixed a few changes it will be onto the eyes and hair.

Wednesday 18 April 2012

3D Artist Home Page!

I woke up this morning to find a message from someone saying that my dragon head sculpture was on the front page of 3D Artist as image of the week! Pretty stoked to see my work on the home page of a website!
Hey. So when I first did the textures for the bust I got a bit excited and did it before I created the UV's, to anyone who is familiar in working with UV maps would know that this is a bad thing. I could have just reprojected the texture back onto the new UV's, but I decided to just do the texture again from scratch, and I am so glad I did. I also noticed that there were a few things on the model which needed adjusting so I made those changes as well. On the left is my first attempt and on the right is my latest. Fast progress :)
Finally time to give the hair a go!

Tuesday 17 April 2012

Here is a screen capture of the Jason Stathem bust with textures. I decided to give the new spotlight in Zbrush a go for this one. I was very impressed with the results. I still need to add hair to the mesh.
More to come!

Monday 16 April 2012

Here is the final model for the Jason Stathem bust. I am happy with the final result but I also belive I still have a lot to learn. I worked out it is all in the subtlties.
I now want to play around with the hair, I might try a bit of the new fibermesh in zbrush, but also the hair and fur in Maya with Vray. More to come hopfully!

Sunday 15 April 2012

Human Bust

Hey everyone. I havn't really done much human sculpting. So I thought I would finally face my fears and give it a shot. The bust is of an actor, I am not going to say who he is until the final result. Hope fully you can tell by what I have already sculpted who it is. This is about 50-60% complete. The basic form is there, just have to add more detail to the neck and then surface detail as well. This started out as a basmesh I created from scratch in Maya.
The finished model is to come!