Wednesday, December 11, 2013

Some 45m-1hr Crunches

Hey guys, I've been trying to sculpt more over the past few weeks, taking on some speed sculpt sessions with some other artists on online forums. It's a similar approach to what we were doing previously, pick a theme, then crunch for around 45m. These sculpts are all about 45m-1hr crunches:

Ebony Maw from Marvel's 'Infinity' Series

Luigi for 'Mario' theme

'Joker' theme

'Ghibli' theme

'8 Bit Hero' theme

'Frozen in Time' theme

'Unicorn Ogre' theme

'Baseball Guy' theme

'Kind Faun' theme

Friday, September 27, 2013

LunchMunchable Creature McLovin.....Round 1

Just under an hour and half to model.   Sigh.  Not anywhere near where I want it to be, but creatures just ain't my thing which is why I will keep thumping on them until we can live in harmony.....more to follow for this mofo....

Monster Lunch Crunch

Just free-sketching, ~90 min between lab and desk. Was trying to improvise loosely off some sort of cheshire-cat-hyena-pitbull-creature-thing theme... been reading the Hunger Games books, what can I say... Don't think I had a great bone structure logic worked out in there, but here's an angry-lookin' monster.

Monday, September 9, 2013

Undead lunchables....

It's been a bit since I posted and found myself up supah late with nothing but the eyes blinking in the shadows to keep me company.  Decided to spend a bit more time on the undead theme, an additional hour of modeling, one on paint and waaaaaaaaay to long monkeying around in photoshop and NIK to get the comp better.

Friday, August 30, 2013

Back from the DEAD...

Going with the Facebook "Lunch Crunch" group theme of Undead this week... had a few minutes over an hour here, botched / ran out of time to finish the blade sticking out of his head.  Next time... :)  - is

Monday, August 26, 2013

Wanderer Updates 8/25

Starting to get some color on this guy! First pass at texturing, rendering w/ Marmoset.


Friday, August 9, 2013

The Vision (Avengers Week)

The Vision for our Avengers week(s):


Wanderer Updates 8/9

A few updates on my character as I bake all of the high res detail back down to the low res version of this game character:

And some more topology breakdowns:


Wednesday, June 12, 2013

I've been out of the game too... (Updated 6/24)

Edit: Some updates as of 6/24. Blocking in some colors too:



So back when I was learning Zbrush, I had created this character (at some point last year), but I wasn't really happy with it so I decided to revisit and redesign him. It's still a WIP, but it's starting to come along so I figured it'd be worth a post! :)

This character is supposed to be a bit of a wanderer, finding different scraps of hides and metal debris that he crudely attaches and stitches to himself as armor. He'll be draped in some different pieces of cloth which I'm using Marvelous Designer to tailor, exporting to ZBrush, and adjusting there. Like the previous design, I'll probably be bringing this guy back down to a lower resolution for a game engine.

I've picked up some notes regarding the curvature of the calves and boots, so I'm looking into some of those in my spare time. I'd love any other comments that you guys have. Thanks! :)


Thursday, May 16, 2013

Because Bickerstaff is an unstoppable machine...

Old but a goodie. When I got cast on TGD, and had know clue as to what the movie would look like, I did a test piece to run Mudbox through it's paces, and get to know the ins and outs.

Never did finish it, but here is a Raptor head done in Mudbox 2010, modeled, painted and rendered.



Quick-ish bust of Schlitzie, the original pinhead.

Monday, May 6, 2013

Tree Giant final

Through working on it. Not to say that there isn't more I could do, I just prefer to say that there's more I'm NOT going to do.

Friday, April 19, 2013

Marvelous Designer Workflow for Cloth Modeling

Hey guys, here's a quick workflow video I did while playing with Marvelous Designer to generate some fast cloth for a character. It works pretty well if you need realistic cloth, but don't want to sculpt it by hand.


Tuesday, April 9, 2013

Monday, April 8, 2013

Little critter...

WIP, and so Jason won't yell at me.


latest realms unreel

Hoping to pump out 4 (!) new ones this week in addition to these - I'm in deep (subtool). Good news: Got a look I'm happy with. Bad news: This workflow has proven far slower than I'd like, and this side project is running very low on time. Will gun it out this week and then revisit... But I will have a couple weeks for fixes too, so notes are absolutely welcome, esp. if they're photoshop adjustments!

Tree Giant WIP

My self discipline has been strong. Here's what I've been working on:

Still have some things I want to do with this one. I might spend the week refining this instead of starting something new. I've also updated the Mermaid but don't yet have any renders. You'll just have to use your imagination and visualize the BEST MERMAID EVAR.

Tuesday, April 2, 2013

Mermaid WIP

This is a test render of a thing I've been plinking away at in my spare time. I was using this model to try out a bunch of different things, one of which is starting a human model using some of the techniques taught in the most recent sculpture class at work.

Here's the progression shot in ZBrush from ZSphere armature to Dynamesh sculpt:

I'd like to finish the tail at some point. I will likely not take it to a paint/shade/kickass render stage, but you never know.

Thursday, March 28, 2013

Latest from Realms Unreel

Here's the latest from my side project... trying to bust out a lot of these fast now...

Thursday, March 14, 2013

Latest from Realms

Getting a little handier with using Z for Illustrations... Still feel like I have so much to learn, but getting there... Thoughts on what is working and what is not are welcome.

My self-called "pri 2" fixes: Adjust the yawn pose in the night shot, and adjust the blue hair strand in the shot by the tree - kind of ended up wonky. Would really like to hear how important you all would rate these fixes since my time is extremely limited right now...

Lessons so far:
- Next project I'd better pony up for Modo for rendering/compositions!
- Less refinement in Z with more paint touch ups = good for illustrating.

- Ian

Is this thing on?

Hi everybody. Noticed that it's crickets around here. Are you all still using this space to share tips and tricks?

Just curious.

Here is a WIP I sculpted on Tuesday.

Kristifir Klein on Vimeo.

Thought I'd share. If you guys have moved onto another method of sharing zbrush models, I'd be interested in participating. I miss my Pixar friends.


Thursday, January 31, 2013

First post to Model Night

Bonjour Everybody!
Remember me? I started to dedicate some time to zBrush recently and thought I'd contribute a couple of "learning" exercises I did last week. I discovered fibermesh and wanted to get my head around it. The first image "Le Lapin Gris" is a little rabbit I made to test fibermesh grooming. The second, slightly less cuddly turntable is called "Creature of God." Again mostly to test out fibermesh and also a bit of lighting exploration in zBrush. It was just a couple days work to surprise a friend of mine who posted the sketch on his facebook. I wasn't necessarily going for a complete likeness.

Anyway.. if it's ok, I'd like to keep sharing stuff here with you all and am interested in learning more from you all as we go. I'll attempt to do the thing a week as regular as possible.

I miss you all back at Pixar a bunch, and hope you're all doing great.


If any of you are visting Paris in the next 6 months or so and want any pointers or want to share a coffee please look me up. It's nice to hang out with people who speak English :)

The uploaded video quality was horrible, so here is a better vimeo link.

Tuesday, January 22, 2013

Thing-a-week #2

Timon et Pumbaa.


Combo ZBrush/Sketchbook/PShop illustration technique I'm working with for the "Realms Unreel Illustrated" Project. Midground char is still missing a lot of shading / inking - particularly his head, which is just flat - but the idea is there.

Could use feedback on how relating of ZBrush and Hand-Drawn feels, particularly the mid-ground char "quick-texture" that I've been pulling from Z. Foreground char is ZBrush, spent too much time on it though!

Tuesday, January 15, 2013

Ian's Backlog

A couple of modelnight speed sculpts from the past few months:

...and some longer-term stuff I've been working on during modelnight sessions for an outside project:

Lally Backlog

Amazing stuff, guys.

Here's some of the work I've shown from the end of last year onward:

My current low-res game art phase:

ZBrush Fibermesh Overview that I made while learning:
Yes, Sal, I know I skipped the Morph Target step in the video. :P

Old Halloween Pumpkin Speed Sculpt

Fantasy Character from our Visualarium course:


A little catch up!

A few images from the past couple months, two of which are also in the "One a week" thing.

Zbrush using dynamesh and qremesher. Polypaint. Composited in Photoshop.