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Showing posts with label production. Show all posts
Showing posts with label production. Show all posts

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!





Tuesday, 29 April 2014

Rock Tutorial ZBrush

Hey everyone!

I have been doing a lot of rock sculpting at work recently and came up with a pretty good workflow for creating a specific type of rock.
Think I will also do a layered type of rock tutorial to follow.

If you have any questions, don't hesitate to ask through youtube.



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!

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.