Lee Van Cleef: WIP
In Development, Modelling, Personal
I modelled, textured and rendered using Zbrush. Design by Cory Loftis. Still a bit more to do but pleased with the progress so far. Approx 4 weeks on and off.
Cory Loftis Bear Fan Art: WIP
In Development, Modelling, Personal
I modelled, textured and rendered using Zbrush. Design by Cory Loftis. Still a bit more to do but pleased with the progress so far. Approx 4 weeks on and off.
Hodor Fan Art
Modelling, Personal
Hodor- 3ds max, Photoshop, Zbrush, I built this piece for a Game of thrones themed art project during my stint Clothcat animation. He was modelled and rendered in zbrush, really enjoyed working in the folds and creases to his clothes. I would still like to revisit him and add Bran on his back and possibly add textures one day. Aprox 3 weeks on and off.
HDCharacterRigging 1920x1080p
Personal, Rigging, Showreel
Here is a demonstraion of one of the many rigs I setup for 12 Guradians. I used Rapid Rig Advanced for the body and referenced Jason Osipa's stop staring for the facial setup. This was a fun project to work on and was a pleasure working with such a agreat team of people.
Superman fan sculpt
Modelling, Personal
Superman fan sculpt. Software 3ds max, Photoshop, Mental Ray. This sculpt was strongly influenced by the designs of Sam Liu. Was aiming to achieve a Warner Brothers style sharpness to the forms. Aprox 3-4 weeks
Chip Piper
In Development, Modelling, Personal, Rigging, Short Films
Chip Piper. Modelled, Textures, lit and rendered. This is a character me and my brother came up with in our uni days and hoping one day to develop this into something further. Software 3ds Max, Photoshop.
Leonard Nimoy Project
Modelling, Personal
Lenard Nimoy - 3ds max, Zbrush, Photoshop, Mental Ray. This image started life as a sketch by Ryan J Neal and thought it would be a fitting tribute to Lenard Nimoy as Captain Spock. The bulk of the model was created in 3ds max which was then brought into zbrush for finer details and colour work. The hair was created using the standard hair and fur tools in max. Approx 3-4 weeks
Hellboy Project
Modelling, Personal
Hellboy- 3ds max, Zbrush, Mudbox, Photoshop, Mental Ray For this sculpt I initially started with a base head mesh in mudbox and ended up progressing to Zbrush to use Dinamesh and polypaint tools. Once this was done I remeshed and projected the detail onto the lower polymesh. I then exported into 3ds max where I rendered using Mental Ray and Final Gather. Approx 4 weeks on and off.
Chav Project
Personal
Lee- 3ds max, Photoshop, Zbrush, Mental Ray. I developed this character during my uni days and has gradually evolved and changed shape considerably. I decided to start him from scratch in zbrush which was definitely something I would do again and retopologize in Max or Zbrush. I still have more details to add such as zips and chains but quite pleased with him so far. Aprox 3 - 4 weeks on and off.