Monday 28 October 2013

low progress

getting there, almost time to texture, looking forward to it.

Monday 21 October 2013

Orc bust

I needed to do something different today


Monday 14 October 2013

paint-over progress

so, I got a bloody amazing crit from Tom Parker aka Crazyfool, and changed some stuff a bit.



bonus blog only daft angle

Monday 7 October 2013

full body

title says it all really dont it :)

Sunday 6 October 2013

colouring in

so Olga has her final face on and a polypaint for the skin base, getting close to the low now, cant wait to start the texturing. Got an art test to complete next week though so progress might be a bit slow for the now :(


Wednesday 2 October 2013

Rita


working on her face and detailing the back power unit thing :D

Tuesday 1 October 2013

Catalyst.

well then, it appears to have worked :)
spent a fair bit of today working on Olga.

got the cap made and her boots detailed, tightened up some other areas and sorted the bandages on her right elbow.

and das boot...heh...heh

In unrelated news I have managed to get myself on two pretty awesome beta's today, the one that I can mention is battlefield 4...the other one I dont know if I can say a thing :D

Monday 30 September 2013

Re-animator.




I have a few things in progress at the moment so I thought that I would resurrect this blog to just throw pictures up and have a bit of a record and catalyst to get things finished and maybe think more about what I do and document it a little here and there.


First we have a redesign of Olga Gurlukovich in the style of gears of war...although she looks 90% done there's still quite a bit I want to do yet. I need to feminine the face a lot more, get the hair done properly, make her a cap, add a holster and sidearm, and detail the boots and pouches properly...so not much then :)
Once the high poly is finished I want to work on my skin texturing...a recent art test highlighted that I really need to work on that area of my game a lot. I have plans to use Lee Devonalds PBL shader for udk ( Lee's shader on Polycount  ) for the texturing, after watching the unreal 4 character video ( Inside Unreal - Character Aesthetics ) I am dead excited to have a play with that texturing style.

This one came about because I have seen a lot of great work on hard surface pieces inside zbrush, so I sketched this out one morning with the intention that I will get my head around it :D
the concept is that this is a long range reconnaissance drone, for environments that would make air based solutions unworkable....ionic atmospheres, killer storms, that sort of nonsense.
Imspiration for him was taken from the amazing Tumblr : http://randomghost.tumblr.com/

this piece is really early in, at this stage I only have a rough base for the anatomy, and have started sketching in the bandages, there will be more silhouette changes and tweaks to come yet, but he's getting there...posting this upo I can already see a bunch of changes that I need to make to the torso and upper arms.
He's taken from the D+D concept for a Gnoll, theres a great little article on the creation of the concept here :Gnoll Design Article


Ok lets see how ofen this gets updated shall we :D