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Showing posts with label vfx. Show all posts
Showing posts with label vfx. 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.




Monday, 22 February 2016

Tutorial: Texturing and Look Dev for Production

Hey guys!

I finally finished my latest tutorial, Texturing and Look Dev for Production.

In this tutorial I go through in detail my process of texturing and shading an asset for a production environment.

If you are interested, find out more through this link: https://gumroad.com/l/AAFCk

I hope you guys enjoy it and learn something new!

Here is my finished Orc piece, which inspired the creation of the tutorial, and still renders of the final helmet asset, generated in the tutorial series.






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!