Various comings and goings of recent work on Oubliette.
Sunday, 17 January 2016
Tuesday, 17 February 2015
Paper Panzers (kinda)
Couple of older projects getting a much needed revamp before bunging them into DDo. The German Maus and Russian KV-2X (based on the MIG productions 1/35th model kit.)
Of course some German and Russian tank crew might be needed!
Thursday, 5 February 2015
Oubliette Prototype level/Unity
Screen grab of a small section from the Oubliette project Dungeon level. Unity being the engine of choice for quickie working prototypes. Shame the screen grab is flat and somewhat muddy!?! I need to find a better way of taking screen grabs me-thinks.
Friday, 2 January 2015
City Guard WIP
More fun and games with Marvellous Designer 4! Really love this software for getting the 'basic' folds created. Although even as 'polygons' imported into Zbrush the process of tidying up the imported mesh is time consuming and somewhat fiddly with some Maya work required for troublesome areas ( making the cloth double sided being such a problem ) But still saving time overall in the sculpt process.
Chainmail test using Zbrush/Micromesh feature.
Monday, 22 December 2014
Dwarf Engineer WIP
Playable character for the 'Oubliette' project.
In-game mesh nearly completed and ready to rig and skin before handing it over for animation. Just the basics: walk, run, jump and idle for now which is enough to have it working within the Unity demo level.
And finally!
Saturday, 29 November 2014
Hammer Warrior WIP
Mock-up and cloth simulation(s) completed and now onto the high detailing in Zbrush.
Change in tabard design from plain cloth to padded with metal pin rivets in the fold joins.
Sunday, 23 November 2014
Tuesday, 11 November 2014
Dragon Head traditional sculpt
Dragon head WIP.
The roughing out stage is nearly done so now comes all the fun detailing. I'm using a new medium called Monster Clay .... warming it in a home made clay oven which is a wooden box lined with aluminium foil with a 60 watt light bulb inside.
Lots of fun using traditional techniques, although the absence of an 'Undo' button can be cause for the use of some colourful expletives at times lol. I can highly recommend Monster Clay as it's not sticky like some mediums and is soft at warm room temperature ( but its not cheap )
Tuesday, 4 November 2014
Blight Knight WIP
Hrmmm I should have made a comment about this piece. Work for a personal project comprising of a number of Warhammer styled characters which won't have that 'Toy' look to them. Still at the blocking out/design stage but hope to get everything ready for the high detail sculpting once my current contract work gears down over the Christmas break and I can afford to devote more time to it (them).
Continuing with my clay sculpting direction(s) I decided to produce this character in the real world in clay, it should stand about 12 inches tall which is about 1/6th scale.
Thursday, 4 September 2014
Character Art Test
A recent Art Test I was asked to undertake: I had some fun with this producing the facial expressions by exporting the Zbrush mesh into Maya and rigging/posing it then importing back into Zbrush for tweaking and rendering. (Polypaint used for textures)
Wednesday, 20 August 2014
Cadian Guardsman
First pass in Zbrush of the Cadian guardsman and completed (almost) Laser rifle/rendered in Marmoset Toolbag2.
Monday, 18 August 2014
Ork Warboss
A quickie bit of Sunday afternoon modelling in Maya for an Ork Warboss in power armour.
I'm going to take this down a more realistic route and not just make a 3D model of a plastic figure and use Vray to render the scenes.
I'm going to take this down a more realistic route and not just make a 3D model of a plastic figure and use Vray to render the scenes.
Thursday, 31 July 2014
Art Test Work
Duration two weeks: Buildings, Cannons, Galleon, Characters and Environment assets. This was an intense work load but lots of fun to complete.
I used Unity to build the prototype: The Galleon has working cannons which fire at the islands buildings and can also be sailed around the map. The sea fort cannons fire back at the Galleon. Very reminiscent of the video game 'Overboard'.
A few of the presentation slides showing buildings in a forced isometric view (as requested)
Thursday, 3 July 2014
She Woman Cat Type Thing
Roughed out model for a cat girl character for 'Project Lynk'
Not sure about the ears? Although it would allow for some great expressions.
Next: Uvs and straight into Zbrush for some medium level sculpting, this being a mobile/tablet game character and so not requiring every freckle and pore.
Wednesday, 2 July 2014
New Character Work
A couple of new personal projects feeding my 40K obsessions. Mocking these up in Maya first and avoiding that whole 'toy' feel thus leaning more towards the realistic. Happy with the base polygon count so far and the overall shapes, UV sets also completed which leaves some minor 'tweaks' and then export them over to Zbrush for sculpting and probably more amends.
Sunday, 16 March 2014
P.M.C Character Textures WIP
WIP progress on textures and I can now see the light at the end of the tunnel with these characters. Think I'll leave them alone for a short while and return to do the final tweaks, the females skin normal map is missing hence the' plastic looking' skin shader. But overall happy with the outcome of these two.
Thursday, 27 February 2014
Final Generic Ork completed.
Final tweaks on the Ork character and rendered in Marmoset Toolbag2 which is a very cool and cheap piece of software.
Thursday, 6 February 2014
Project Lynk concept paintings
A mad flurry of work for a new project called 'Lynk' It's been a busy week and here's some of the results.
Sunday, 2 February 2014
Female biker head/helmet
It's going to be a hard task making a women dressed in bike leathers look 'sexy' and not like a bag of potatoes. But I accept that challenge as what's the point in doing all 'this' if it's going to be easy.
Final In Game mesh and textures, although still not happy with the hair!?!
Monday, 27 January 2014
Military Character Props
Generic Military props, not much to say about these 'name on the tin and all that ...'
Although Applying the surface effects like fabric can be a bit hit and miss in Zbrush both methods of mapping either UV or object producing areas of weird coverage on occasions. But still a damn sight quicker and accurate then trying to paint them on by hand with an alpha map.
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