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Wednesday, 15 May 2013

Wednesday, 3 October 2012

RuneScape Character Art competition

Gnome Head: Polycount 500 Tris  Texture Size 128*128

Dagger: Polycount 250 Tris Texture Size 128*128


Monday, 13 August 2012

Zbrush Concept Sculpt

A Concept Sculpt for a project me and my cousin have been working on.
Created in zbrush and rendered in Vray.






 





Monday, 23 July 2012

"Guild Wars" Sculpt: Updated Renders

Updated renders for my "Guild Wars" model (fan art): 
Modelled in Zbrush/ Maya and rendered in vray for 3dsmax.
Based on an edited piece of concept art by Kekai Kotaki.







Kite Maker: Updated Renders

Updated renders for my Kite Maker model: 
Modelled in Zbrush/ Maya and rendered in vray for 3dsmax.





















Tuesday, 1 May 2012

Head Sculpt Practise


Base Mesh created in maya


Created Using Zack Petroc's Head Base Mesh


Created using 3D Total's Head Base Mesh, also inspired by their tutorial.

Saturday, 18 February 2012

Kite Maker: Renders

Rendered in "Maya" using Mental Ray

Rendered in "Marmoset"

Rendered in 3dsmax viewport using "Xoliul Shader 2.0"


Wireframe in 3dsmax viewport


Rendered in "Unreal Development Kit"



Thursday, 5 January 2012

The Kite Maker: Model Sheets

Hi-Poly model sheets for my sculpt the "Kite Maker". Renders were taken directly from zbrush.



Sunday, 4 December 2011

The Kite Maker concept art

Some concept art for my new sculpt "The Kite Maker". The thumbnails were created directly in photoshop, while the concept art was a paint-over using my zbrush sculpt as the base.

Thumbnails/ Silhouette 



Concept Art

Thursday, 17 November 2011

High-End Fantasy Game Art Creation 2011

Just finished an amazing course over at CG Workshops, taught by the great artist Katon Callaway http://www.cobracaptain.com/

The entire process took 8 weeks, starting from a Zbrush sculpt to the final game model.
This character is based on a piece of "Guild Wars" concept art by Kekai Kotaki
http://www.kekaiart.com/

Zbrush Sculpt:



Game model in Maya viewport:




Render in UDK: