IP Blocking on a new character I'm working on with a friend. Goal is to get this up and running in a realtime environment (probably Unity).
Tuesday, October 14, 2014
Friday, September 26, 2014
Wednesday, August 27, 2014
Monday, August 18, 2014
Turtle Hunter
Had a moment to finish up something I put down when I got busy at work. It's the only sculpt I've done in the last 6 months that I'm allowed to show, which makes me a little sad.
Anyway, here's the Turtle Hunter. I'll set this one away for a bit and see what happens in a few months.
Anyway, here's the Turtle Hunter. I'll set this one away for a bit and see what happens in a few months.
Monday, February 3, 2014
SpitSculpts - 45 Minutes Each
Lally's killing it, and the rest of us should join in the fun as well - From the Spitsculpt Facebook group, 45 minutes each + render time.
Friday, January 31, 2014
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, October 11, 2013
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.
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, September 6, 2013
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
Friday, August 9, 2013
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:
-dlally
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! :)
-Dave
-dlally
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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.
-Dave
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.
Bill
Never did finish it, but here is a Raptor head done in Mudbox 2010, modeled, painted and rendered.
Bill
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.
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