Tuesday, February 16, 2010

Predator

Originally a charcoal drawing, I decided to paint it in Photoshop.  I was focusing on light & shade for this piece.

Thulsa Doom

A charcoal sketch of Thulsa Doom played by James Earl Jones in the movie Conan the Barbarian.

Monday, February 15, 2010

Various shots of the model.  I'd like to test normal maps on the walkway stones.

Environment 3D Model

This model was done in Maya with textures painted in Photoshop.  Originally a model I had done at school, I decided to tweek it a bit more and add the textures.  Poly count for this model is 7178.
Experimenting with normal maps here.  The norm map to the right is detail of walkway.
The normal maps were created using Crazybump.

Leah

A portrait of my daughter done in Photoshop & Painter.
Here is a side by side shot.
Illustration I did for a dentist here in S. Korea.  Started in Photoshop and mostly painted in Painter.  I used a photo for reference and outline of the body.
Some sketches I've been doing using reference to study face and anatomy with an emphasis on rendering different types of faces and race.  Most of the reference has been from movies since it's difficult to get live models.  I usually pause a scene in a movie and sketch out from there.  Great for action poses and foreshortening.

Wednesday, February 10, 2010

This goblin creature was sketched out first, scanned in, and then painted in Photoshop & Painter.

Saturday, February 6, 2010

In Popular Mechanics, I got a nice picture of the gloves worn by Neil Armstrong, so I was able to get accurate reference there.
Most of the time was spent detailing the suit and accessories not modeled in Maya.  I find Mudbox to be very smooth and easy to work in.  Good tools and a simple, clean interface.  I've tried sculpting in Silo and ZBrush as well.  Both are also very nice for sculpting ,but I am most comfortable using Mudbox.
All the accessories were modeled in Maya.  I used reference off Google images and Popular Mechanics magazine. 
This sculpt was started in Maya as a low poly model and later sculpted in Mudbox as a highpoly model. I created some of my own alpha maps for displacement in Photoshop for the detailing.