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!
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 sculpture. Show all posts
Showing posts with label sculpture. Show all posts
Thursday, 23 April 2015
Tuesday, 3 June 2014
Orc Progress Update
Slowly pushing through the armor design.
I am finding it takes a lot more time when you have to design every piece on the fly. But it is really good practice. Still a LOT of work to do, so more to come in the future.
I am finding it takes a lot more time when you have to design every piece on the fly. But it is really good practice. Still a LOT of work to do, so more to come in the future.
Sunday, 1 June 2014
Rock Pile Tutorial
Hey guys
Here is a look at my latest tutorial.
This is another tutorial on how to create a believable pile of rocks.
I have been dealing with a lot of rocky environments at work lately and have come up with a good technique for creating big piles of detailed rocks with very little effort.
Apologies for the quality of the video and audio, I will paste the script below for you to use because it isn't really readable in the video.
SCRIPT:
float $scaleX = rand(1,2);
float $scaleY = rand(1,2);float $scaleZ = rand(1,2);
scalePP = <<$scaleX,$scaleY,$scaleZ>>;
float $rotX = rand(1,2);
float $rotY = rand(1,2);
float $rotZ = rand(1,2);
rotPP = <<$rotX,$rotY,$rotZ>>;
objid = floor(rand(0.99));
Labels:
displacment,
environment,
maps,
maya,
mound,
natural,
nature,
pile,
rock,
rocks,
sculpture,
tutorial
Tuesday, 20 May 2014
Orc Helmet Designs
Hey guys
So I did a couple of helmet designs for my orc character I am sculpting at the moment and ran a poll over at my Facebook page to get a vote on what helmet was the best because I liked them both.
In the end the votes were pretty close and I decided to combine design elements from both of the helmets.
I am really happy with the design in the end.
So I did a couple of helmet designs for my orc character I am sculpting at the moment and ran a poll over at my Facebook page to get a vote on what helmet was the best because I liked them both.
In the end the votes were pretty close and I decided to combine design elements from both of the helmets.
I am really happy with the design in the end.
Wednesday, 5 March 2014
Portraite Practice
Labels:
3d,
african,
cg,
characters,
heads,
human,
male,
portraite,
render,
sculpture,
tribal,
zbrush
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.
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
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
Here is a time lapse of the first stage of sculpting it.
Skull Head WIP from tom.newbury.cg on Vimeo.
Enjoy
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:
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:
Labels:
3d,
advertisment,
art,
bird,
bumper,
cg,
channel,
character,
commercial,
design,
experimentation,
feathers,
female,
male,
maya,
parrot,
sci-fi,
sculpture,
zbrush
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, 16 May 2012
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.
Labels:
3d,
andrew millist,
cg,
cgi,
character,
male,
maya,
photo,
photoreal,
sculpt,
sculpture,
zbrush
Tuesday, 10 April 2012
Just an update on how my trooper is going.
Here is the final sculpt which has been retopologised.
Now time to add some colour.
I used a sketch done by Chainsaw Droid as a rough reference.
More to come soon!
Monday, 9 April 2012
Hi everyone.
I have been caught up in other work and so havn't been able to get Oak completed as of yet.
I have rigged him up using the setup machine plugn for Maya.
The skinning needs some tweaks in some areas but other than that here is a screencap of him posed.
I still want to finish creating his staff and a platform for him to stand on instead of some green cubes... ah well, hopfully it will be done soon!
Also here is a WIP of a sculpt sketch I did before easter. I want to try and finish him off soon because I like the design.
Reference was used from one of 'Chainsaw droids' sketches.
I have also been dabbeling with materials in ZBrush
More to come soon!
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, 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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