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.
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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Showing posts with label man. Show all posts
Showing posts with label man. Show all posts
Thursday, 6 October 2016
Wednesday, 11 May 2016
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.
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
Ant-Man
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.
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.
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.
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.
Labels:
3d,
ant,
ant-man,
antman,
blockbuster,
cgi,
feature,
film,
hero,
man,
marvel,
movie,
pipe,
sequence,
super hero,
superhero,
vfx,
water pipe,
waterpipe
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!
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.
Tuesday, 9 September 2014
Generic Male Anatomy Study
This is roughly a 2 hour anatomy study I did this morning, it is still very rough, but the key to this test was speed.
Labels:
3d,
cg,
character,
male,
male. anatomy,
man,
sculpt,
speedsculpt,
timelapse,
zbrush
Wednesday, 16 October 2013
Frank WIP
Sooo gotta try and take a personal project through to final one of these days, ah well....
Here is my interpretation of Frankenstein. Still has a long way to go but ah well you get the idea.
Here is my interpretation of Frankenstein. Still has a long way to go but ah well you get the idea.
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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