Well it's been a long time since I've worked on a sculpting project. Sorry for the long delay.
I've been wanting to learn how to use the hard surface sculpting tools in Zbrush and learn a bit about texturing hard surface objects with Substance Designer and Painter. A Games Workshop Space Marine seemed like a good subject for these.
Here is the rough first pass. Most of it is still low res dynamesh objects. I'll be replacing them with higher detail better made objects as I progress.
Rob's Adventures In Sculpting
Sunday 5 July 2015
Sunday 7 April 2013
Monday 1 April 2013
Sontaran Rendered
As it's something I don't usually bother with and I've had a bit of free time, I've been playng with rendering. Sub-Surface-Scattering on the skin mostly.
Rendered with Mental Ray in 3DSMax.
When I get a chance I'll do some more shots.
Rendered with Mental Ray in 3DSMax.
When I get a chance I'll do some more shots.
Sunday 3 February 2013
Sontaran Textured
Retopologised in Max and UVed. Re-projected back in Zbrush. Bit of adjusting and extra detailing.
Textured in Mudbox.
Screengrabs also from Mudbox.
Textured in Mudbox.
Screengrabs also from Mudbox.
Saturday 19 January 2013
Friday 4 January 2013
Sontaran Stage 1
It's been ages since I had time for any sculpting. Christmas gave me time to catch up with a few things. One of the things I've been wanting to do was a Dr Who Monster. It's a Sontaran.I've gone for a mixture of the old scary potato headed version and the newer more humanoid version. I've given him the old style uniform as I think it's cooler.
Still needs detailing and texturing.
Monday 23 July 2012
Uncharted 2 Monastery Unity Screengrabs 2
Warning. Lots of BIG images.
Here's the detailed version of my take on the Uncharted 2 monastery in Unity.
I still have to sort out the Strumpy version of the shader to match the Max one better and work out how to get lightmaps working with normal maps.
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