Wednesday, July 31, 2019

Necronom X - WIP 7 - Rendering fun

Having fun in Keyshot
Sculpted in ZBrush
Rendered in Keyshot

Monday, July 29, 2019

Saturday, July 27, 2019

Archbishop - WIP 5 - It has eyes

I... I don't know which one I like better O____O
After making a super complicated realistic eye... and then I just put a black material on it... and it kind of works better... which is a bit sad XD

Rendered in Keyshot

Wednesday, July 17, 2019

Archbishop - WIP 4 - Eye Test 2

Redone most of the eye model and textures! Now it feels a lot better
Decided to construct the eye model in 3 parts. 1; The Iris (white). Hand-sculpted it so there's a lot more depth to the structure. Also, having its own mesh provides a lot more UV space for that crucial part of the eye, 2; The Inner Sclera (green) for the eyeball color and opacity gradient and 3; The Outer Sclera (blue) to add thickness and refraction. The model has a higher initial polycount than the previous one, but it doesn't need any displacement or smoothing at all, which is a lot lighter in the end. 
Iris sculp and decimation in ZBrush
Iris UVs in RizomUV
Eyeball modeling and UVs in 3ds Max
Baking in Marmoset Toolbag
Textures in Photoshop & Quixel NDO

Thursday, June 13, 2019

Hemiptera v2 - WIP 4 - Fusing Parts & New Antennas

Realized I was guilty of something I hate in most exoskeleton concepts, when there's too many plates and/or the creature would be physically unable to move efficiently, so I decided to simplify the design, fused some of the plates, made the inner neck less rigid and rafined the antennas (the different colors are different objects)
Sculpted in ZBrush

Saturday, March 30, 2019

Mass Effect 3 Props - New Keyshot Renders

Felt like re-rendering these with something else than the ZBrush viewport, haha
Modeled in 3ds Max
Rendered in Keyshot
Composited in Photoshop

Monday, March 11, 2019

Defender - WIP 9: Texturing in Substance Painter

Getting more familiar with Substance Painter. Only did some gradients to establish the color palette, nothing fancy yet.

Sculpted in ZBrush
Modeled in Maya
Normal Map projection in 3ds Max
Texturing in Photoshop and Substance Painter

Thursday, February 28, 2019

Archbishop - WIP 3 - Eye Color Palettes

What's cool about a Gradient Maps workflow is that swapping colors takes a minute
Sculpted the Iris in ZBrush
Textures in Photoshop and Quixel NDO
Rendered in Keyshot

Tuesday, February 26, 2019

Archbishop - WIP 2 - Eye Test 1

Testing eye workflow. Basemesh in 3ds Max, about 65% of the eye has UVs (the rest will never be see), UVs based on camera to give more detail to the front, sculpted the iris in ZBrush (mix of clay buildup and stretched pictures of a cantaloupe XD) and projected the details to export the Normal Map. Wanted to know how it looked like rendered in Keyshot with refraction on the cornea. Next will be a nasty texture pass on everything, veins and all.
Normal and displacement map from ZBrush
Rendered in Keyshot

Wednesday, February 6, 2019

Archbishop - WIP 1 - Sketching

Working on Something Creepy.... Had a digusting concept in my head in the metro, so I've been sculpting it at night
Sculpted in ZBrush

Sunday, January 27, 2019

Hadopelagic King v2 - WIP 1 - Reshaping the King

Always like my Crab Boï, but I feel like I learned a lot since 3 years ago, and I'm making a second version with more credible articulations, menacing shapes and imposing stance. I'm imagining it coming out of the water. It's going to be a long journey, since I want to UV that monster and texture it in Substance Painter.... yep, It'll take a while but it's getting somewhere!
 Sculpted in ZBrush

Tuesday, January 22, 2019

Gothmog - Lord of Balrogs - WIP 5 - Poster/Wallpaper

HERE IT IS! Finally got to finish that monster. Morgoth's corrupted flame, Gothmog, High Captain of Angband, Lord of the Balrogs! Had so much fun with this project. Now I'm making some quality tests on my Ender 3 to be able to print that thing! Then will be all the optimisation and slicing and everything.... but stilL! Now I had a nice wallpaper/poster to print ;). The original image is 3840 x 2880, but here's the 1920 x 1440 version. Should work well on 16:9, 16:10 and 4:3 
Also had to make a Depth Map version to feed the Lens Blur effect
Sculpted in ZBrush
Rendered in Keyshot
Compositing and photobashing in Photoshop

Wednesday, January 16, 2019

Hemiptera v2 - WIP 3 - Big details test

Lunch break test. Trying an idea for details in cornes. No alphas used, just the ClayBuilup brush
Sculpted in ZBrush