Saturday, October 2, 2010

Tiburon big update




Here's an update on the Tiburon character I've posted here off and on. He's essentially done, but I want to throw a rig in him and pose him. And I'm considering adding in his surfboard as a prop. I've thrown in 2 construction sheets and a final model sheet. Hope you enjoy him. :)

Monday, August 16, 2010

Tiburon update



Just a little bit of an update with this character. I added some finer details, skin texture, and veins into the Zbrush mesh. Then I did a polypaint on top of that. I'll go back over the polypaint in Photoshop with final UV's for the low poly mesh soon, but I felt like showing this anyway.

Thursday, August 12, 2010

Red Skull Quicky

Definitely not the prettiest sketch or the prettiest character! But, I was going through some sketches I did a while back and thought I'd share this one. I've always liked the Red Skull visually as a character, especially the old Jack Kirby versions of him. Mine can't touch Jack's on any level, but I still enjoy drawing him.

critter sketch

Thursday, July 15, 2010

Cartoony Dinosaur WIP Pt.2



Here's some more work in progress images of the cartoon dino. I just tessellated the mesh up to see how my edge loops would hold up. This has been a fun character / creature to develop so far. Hope you like the style of him.

Cartoony Dino WIP Pt.1




Work in progress for a cartoony dinosaur. I'm not planning on taking him into Zbrush for detail (at the moment anyhow, I may decide to down the line), but I will be increasing his resolution for the final. He's a little more geared toward animation than for games. It would be easy enough to optimize the current mesh down to make him game ready though, if I decided on that being his purpose. There are still some details missing on him. I want to attach a silly remote control helmet to him.. you can see it in the template sketch I did there in the background in the shot just above.

Wednesday, July 14, 2010

Tiburon, WIP pt.4




Just a couple close ups on Tiburon's head / upper body. Next step is to up the resolution of the mesh in Zbrush and get the final details done. Then I'll export his parts and set up all the normals, ambient occlusion and the like in Xnormal, using the high res mesh and the low res mesh to project onto. It'll be fun to see the result.