Thursday, February 23, 2012

Head Sculpt

working a new head sculpt

Thursday, February 9, 2012

Cinema

A few samples from the new Film section on the left,




Monday, February 6, 2012

Conan update

Trying to concept as I model has proven to be far more counter-productive than I expected so I've decided to return to simpler age of furry-loins for manly-men, I've also included a little hair comparrison testing out ZBrush's new fiber mesh system. It still needs some tweaking, but it's pretty easy to set-up and can really change the look of a character.







Tuesday, November 15, 2011

the Host

This was a concept sculpt done for a game that sadly isn't to be, textures were still wip at the time but the game res model was ready for testing


Thursday, October 6, 2011

TNG Visual Effects

Joined TNG Vancouver in September as a freelance character modeler thanks to this spipffy little test head. the head was built using scan data as base, projected onto my own custom base mesh for refinement and sculpting. The final sculpt uses an 8K texture polypainted in zBrush with a mix of photosourcing and manual painting :




Sunday, August 14, 2011

Bad Karma

Earl Hickey as a playable character for Valves Left 4 Dead 2
(weapons and health pack are existing game assets)

16721tri (not including weapons)
Head 1024 diffuse + normal and spec maps
Hair 512 diffuse + spec
Body 2048 diffuse + normal and spec maps
*map size and breakdown approxamite based on L4D1 specs

Monday, July 18, 2011

Rabbit Hole Interactive



As the Character/Creature artist I created a number of different characters and animals for use in the upcoming wii games The Strike and The Hunt for Bass Pro Shops. This is a small selection of that work with more in the link on the left:








Secrets of ZBrush Experts

Available through amazon.com in august and written by Daryl Wise, Secrets of Zbrush Experts is a collection of insights, tutorials and galleries from some astoundingly amazing digital artists that I was somehow able to weasel my way into. I'm showing a couple low-res examples from my chapter here (and a few more at the link to left) but please keep a lookout for the real book at Siggraph this year as well as online.