Wednesday, August 12, 2015

PROPS | CHARACTER WIP #2

A few snapshots of my backlog of works based of original ideas #2. Maya, Zbrush. These are ongoing personal projects that I work on whenever time allows. Comments and critiques are welcome.




Monday, August 3, 2015

Contemporary character cloth & folds


A look at folds and rendering various types of cloth materials such as denim (pants), nylon (lining), cotton (Polo), linen (Blazer), leather and rubber (shoes). Modeled in Zbrush/Topogun - Textured in Mari/Photoshop - UV's in Roadkill -Rendered in Keyshot. Critiques are always welcome.



Tuesday, July 8, 2014

3D PORTRAIT- MENTAL RAY





The workflow goes as follows; Designed and sculpted in Zbrush, Topology in Topogun, UV layouts in Roadkill, Texture painting and projections in MARi, lighting, materials, and rendering in Mental Ray for Maya. Various passes are exported and composite in Photoshop.

The workflow is linear and the render passes are output as 32-bit float images. The crushed black and over-exposure were achieved in post-processing. Two lighting scenarios were used, one with strong directional lighting and hard shadows and the other with soft light and plenty of secondary bounce lighting. The harsh lighting scenario was down-sampled, Gaussian blurred and finally screen-ed in Photoshop on top of the soft lighting scenario to over-expose the face while retaining visible lines and shadow breaks; This allows to retain structure and populate the face with interesting shadow patterns. An overlay-ed high-pass filter in Photoshop is used to get back some of the crispness lost with the Gaussian.

The background is a collage of different textures, two for the wall, one for the rain drops, one for the vertical structure, and one for the window. A Photoshop lighting filter was used to light the background.

Final touch-ups includes slight gamma correction, a color balance and a noise filter to unify the composition and reinforce the “filmic” look.






3D PORTRAIT-BREAKDOWN

A 3D portrait I have been working on, hope you like it.
(Zbrush, Maya, Roadkill, Topogun, MARI, Photoshop)




Saturday, August 24, 2013

RANDOM SKETCHES

I miss life drawing. I need to find time to squiz a session or two at some point. I like to draw on large format because it allows me to use my shoulder. It conveys force and energy to the figures. I really don't like drawing small!




Monday, July 15, 2013

MULAN 3D!






About 20-30 hours over a period of 5 evenings. (Maya, Zbrush) All textures are hand painted.This is an adaptation of Mulan and I took some artistic liberties with her look. Think of it more as an interpretation rather than a carbon copy. Hope you enjoy :) Note: The background in the first picture is copyrighted The Walt Disney Company. I do not hold any of the rights. This was used for the only purpose of providing my model with some context. 




About Me

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I am a digital sculptor and 3d generalist with a profound fascination towards human anatomy, lighting and story telling. I was the lead artist and art director at Absurd Interactive on "This is not a ball game.", a title released this spring on iOS. I am currently living in Redmond, Washington,USA. I am fluent in French, Italian and English.