More work on the Engineer Suit. Spent a lot of time refining as best I could. So at this point it's been retopologized with Modo.
Apr. 7, 2014 05:08 PM EDT Reads: 107
It's been awhile, time for some updates. First some character work from last year (2013). Here's something I gave a try after finding the character on Carlos Huante's website:
Apr. 7, 2014 01:43 PM EDT Reads: 108
Something more interesting for the Engineers suit, something more along the lines of a soldiers suit: Initial rough dynamesh
Jun. 3, 2013 02:05 PM EDT Reads: 223
Decided to redo the textures for this guy, I think this is more interesting and more in the spirit of Giger's biomechanical work.
Jun. 3, 2013 02:02 PM EDT Reads: 225
Haven't posted in a while, so here's some stuff I've been working on. Back in February I participated in a Cloth Simulation competition, using Houdini for the cloth sim and animation with the core animation provided by Mixamo. This was my attempt at it,
Jun. 3, 2013 01:59 PM EDT Reads: 238
Some further progress on the second biomech creature. The modeling is pretty much done, and I'm in the process of texturing it. Here's some shots of the remainder of modeling progress
Oct. 26, 2012 01:28 PM EDT Reads: 397
Finally understood instancing in Houdini, so I made a test scene that instances lights and geometry. The scene was modeled in modo by doing one half of one section. This was then imported in, mirrored and then instanced multiple times. Floor tubing (not
Oct. 26, 2012 01:20 PM EDT Reads: 379
Some shots of the first bio mech creature in a turntable scene. Something a little more suitable for presentation purposes. Zbrush texturing
Oct. 26, 2012 01:17 PM EDT Reads: 371
Got a little more done bits and pieces here and there. At this point it's all just a dynamesh blob, soon I'll have to retopologize and move it over to a real mesh.
Jul. 19, 2012 03:22 PM EDT Reads: 391
Noodling around with another attempt at a biomech creature
May. 29, 2012 10:28 PM EDT Reads: 482
More stuff for this project. First a bit more on the head innards - the biobrain if you will: possible color scheme...
May. 29, 2012 10:25 PM EDT Reads: 530
Another set of updates for the biomech creature. Got more work done with finishing up the mesh and adding textures.
Apr. 30, 2012 04:12 PM EDT Reads: 663
Some further updates to this guy:
Mar. 19, 2012 10:38 AM EDT Reads: 365
Couple more updates.
Mar. 12, 2012 01:02 PM EDT Reads: 393
Felt like fooling around in ZB some more. I got interested in trying to make some other creature sculpts. This guy is some sort hunter beast. Maybe you can use it to eat your neighbor's yippy little dog that wakes you up at all hours of the
Feb. 28, 2012 02:11 PM EST Reads: 370
Some improvements to the Tron character, fixed issues with the materials in Houdini.
Feb. 13, 2012 04:26 PM EST Reads: 370
Somehow Sierra needs to escape from Flynn's safehouse. What better way than to blow out the front window and leap to her almost certain segment fault and imminent core dump. First some experiments with trying to get the safehouse wall built
Feb. 9, 2012 05:01 PM EST Reads: 776
Yeah, just in case, thought I might need a tank, who knows, it might not get used...Actually in hind sight I need to re-do this, there's stuff that just doesn't work.Anyhow, as usual I turned to the concept art of Daniel Simon for
Feb. 9, 2012 04:54 PM EST Reads: 298
This time I thought I'd do a quickie ZBrush sculpt (or as quick as I can work in ZBrush, which is not very fast) of Tron, just in case I needed him...I started with the Modo Man base mesh, chopped off his toes and rebuilt them to work as
Feb. 9, 2012 04:43 PM EST Reads: 340
Some work done shortly after the holidays...This is initial work for the Tron City set, gradually working out how to build the city using procedural techniques. Individual buildings are modeled in Modo then incorporated into a larger set in
Feb. 9, 2012 04:36 PM EST Reads: 537
A couple of shots with a more dynamic pose and some experiments with the suit materials. Eyes are now rigged in Houdini with a custom eye asset. These are raw renders, no post work done in AE.
Dec. 22, 2011 02:46 PM EST Reads: 376
Here's some shots of what a somewhat complex model looks like in Houdini when you use it for modeling. The whole model (the HMSS Invincible project) was modeled with Houdini, and these are some shots.
Nov. 10, 2011 10:34 PM EST Reads: 585
Finally some animation work, animation done in Messiah (as well as rigged there), then exported to Houdini, and play blasted. The bike rig is done in Houdini and animated there (just to make my life interesting).First attempt
Nov. 9, 2011 03:47 PM EST Reads: 345
Done with After Effects, a couple of months back.
Nov. 9, 2011 03:36 PM EST Reads: 367
Some more shots of the nasty guard!
Nov. 5, 2011 05:32 PM EDT Reads: 437
Some older updates to the Black guard. I was curious if I could model 90% of by hand, polygon modeling, as opposed to taking a base mesh into ZB and sculpting it there. And it turned out not too bad...
Nov. 4, 2011 05:42 PM EDT Reads: 362
Some updates, a few things I've modified. Sierra get's a shiny new helmet, a little more menacing, to kick the asses of any nasty Black Guard Programs she runs into:
Nov. 4, 2011 01:12 PM EDT Reads: 331
Haven't posted in a while. Some updates from a while back on this baby:Cut outs for the gear:
Nov. 4, 2011 01:06 PM EDT Reads: 376
Some stuff from this weekend. These are some basic models that will be used for environment renders (for matte paintings or 360 HDR Images rendered in Vue). First some building models:
Aug. 30, 2011 02:33 PM EDT Reads: 351
More work on the materials for the light cycle body, floor, and wheel light lines.
Aug. 26, 2011 01:05 PM EDT Reads: 305
Finally got her onto a light cycle
Aug. 22, 2011 02:11 PM EDT Reads: 309
Some further posing after tweaking the rig's weights a bit more:
Aug. 10, 2011 06:11 PM EDT Reads: 321
Finally rendered a pose with houdini. The pose is generated by a rig in messiah and exported via MDD files to houdini. Body and face rig were based off of tutorials by
Jul. 27, 2011 10:38 AM EDT Reads: 330
Sort of getting closer to having this work:Frizzy:
Jul. 15, 2011 11:58 AM EDT Reads: 349
Got further along with the rig, using Joe Cosman's tutorials (http://www.lulu.com/product/media-download/rigging2/2319712) for this as a basis. Added some extra bones here and there for more support in the shoulder/lat regions. I'm using pmg's Messiah
Jul. 7, 2011 02:27 PM EDT Reads: 340
Experimented with adding eyelashes to the character, and refined the makeup a bit more:
Jun. 17, 2011 10:53 AM EDT Reads: 293
Some further shots:Refined it a little:
Jun. 14, 2011 10:57 AM EDT Reads: 305
Some further work on the Sierra model, focusing on trying to get a reasonable face on her. Two possibilities:
May. 23, 2011 01:40 PM EDT Reads: 333
The model now renders correctly in Houdini - took a couple of tries to figure out what the problems were (mostly down to improper UV's) but it now works OK. Renders in mantra:
May. 12, 2011 09:44 AM EDT Reads: 387
Got some further work done, finished up the paneling, just trying to get things to render correctly in Houdini before I go back and finish the face.
May. 11, 2011 10:25 AM EDT Reads: 346