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Showing posts with label 3d. Show all posts
Showing posts with label 3d. Show all posts

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: https://gumroad.com/l/avAxQ

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

Enjoy







Saturday, 7 May 2016

BFG Interpritation

Hey!

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.




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

Ant-Man

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: https://gumroad.com/tomnewbury

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.

Enjoy!












Thursday, 13 November 2014

Pumpkin Carving

Hey everyone!

This is a bit late, but I decided to try my hand at pumpkin carving in zBrush. I was inspired to do a piece like this from the works of Andy Burghultz (check out his work, he is an amazing traditional sculptor). I also posted a process video as well for those interested.

Enjoy!





Thursday, 2 October 2014

Lost Boy: Interpretation

Hey everyone!

Been busy on a couple of personal projects and I have finally wrapped one of them up. A week or so ago I saw a drawing done by Ash Thorp, for his collection of 'Lost Boy' drawings and it instantly got my imagination running. I imagined a style in which it could be recreated in CG. The final product is very close to my first mental interpretation of the piece.

My original idea was to stay consistent with the high contrast and lack of colour on the subject in Ash's drawing. So I decided to make all of the geometry 50% grey apart from the lights in the visor. I would then have the lighting and the environment driving the colour to the point that you don't realize that the model is completely grey. This not only adds the original contrast coming from the lighting but also the contrast between the neon coloured lights and the grey geo.

This was a great piece to work on!
Thanks Ash Thorp for the inspiration!



The original drawing by Ash Thorp


Here are some screen shots within zbrush of the model before lighting and rendering.