Tuesday, October 25, 2011

Punkin


First run sculpt. I did this in about an hour for a contest at BlenderCookie but I missed the deadline and have been real busy. The concept is supposed to be jagged and random because it's going to be the Headless Horseman's...replacement head.

Saturday, July 23, 2011

Sunday, July 10, 2011

Color Map

Should probably do a little more with the skin cap, but I'm planning on hair.

Friday, July 8, 2011

Specular

+ a specular map. Not sure If a bump will be necessary, for now I'm moving on to the shoulder/ shirt or jacket. Later: hair.

Updated


Updated color map.

Monday, April 18, 2011

Creature

After a study on a male base-mesh I decided to sculpt a creature from scratch. I'm getting some results that I'm very happy with from using my tablet in Blender's sculpt mode. This is an early screen shot and I will be continueing it.

Tuesday, March 15, 2011

Sampled Motion Blur

I wanted to test a couple things with this study. I wanted to learn to use some more animation tools, and I made this composition in the NLA editor. I've also added a sampled motion blur to smooth out the faster movements in the middle. Learned a decent bit from this.

Wednesday, March 9, 2011

Fully Rigged


Learned alot with this adventure as well. Weight painting was fairy easy because of the proper topology. It all deforms very naturally. I'm quite happy with my results so far. (Modeled the teeth in about 5 minutes, one tooth..many modifiers.)

Newest!


Newest bust. The second one is my favorite, low samples on the fill's area gives a neat effect with the subsurface. Ears were linked from an older test, I plan on modeling some hair so they're lacking detail. I learned alot from this one.

Walk Cycle Study

The first picture is a study of a walk cycle referenced from an anatomy book. It turned out decent but for a better result I the movements need to be exaggerated a little more. The second picture is a screen shot of a cartoony walk cycle. No reference on the last one, but I think a mixture of both the anatomical and cartoon cycle would make for a more natural walk.

Tuesday, March 8, 2011

Skeleton WIP


A quick study I have an animation idea for. Maybe get this thing fully modeled, and rigged (should be pretty easy just painting bones to bones ha), and have it dance or something. Pelvis really needs work and of course hands, feet and a skull. ~ an hour of box/polly modelling so far.

Cloth Test

Simple cloth study. Still a little "rubbery" for cloth, but its just a test so I left the qualitly of the simulation pretty low.

Bust Reworked

One of my more recent works. Reworked the bust I modeled from my head. Sculpted a little detail. While reworking this blend I learned alot about lighting and a decent bit about the particle hair system. The first two renders have a key light and two fills, one with warm tones and the other with cool. Bottom two are just environmentally lit.

Barrel.Legit.

This barrel was a study in modifiers. Modeled one plank and one band, then used the array, curve, and lattice modifier. UV textured.

Super He-Headless!


This hero character was the first thing I ever worked on in Blender. It had a head at one point...but I seem to have miss-placed it. Still have some sweet goggles though.

Sculpt Study

Small sculpt study. Started by box-modeling the basic shape, then added a multires modifier and went at it. No photo referencer, created all of the shapes from imagination, probably why the ears are lacking any detail.

More Flash Fun

Each frame drawn with a mouse. Have to click to run animation.

Motion Tracking Test

After reading about some of Blender's 3rd party addons, I decided to test out one of them called Icaris. It would take a video and record a motion track into a python script. You run the script inside Blender and it takes the camera for the scene and tracks it to the motion path. Then with some compositing in Blender you rerender the video with 3D elements added.

Grass Test


This was fun. Used a very soft force to give the grass field a "natural" looking wave caused by wind. Applied the force, took a quick render, put it on the shelf. ~ late 2009.

Early Particles


Before Blender's new featers for hair(grass) particles, and far before I knew what to do with them. I knew enough to try and give the bust some hair. And by this point I done with staring at the same bust. Put this one on the shelf after the render on the right.

Final Render

Very early UV mapping stuff. The first picture was my face flattened out like a globe to a map. This was done through projection painting the references. The odd distortion is due to poor UV unwrapping, you can see the marked seams in the previous post. The second picture is a color map I painted over the projection one. Just photoshop and some soft edge brushes. Next is the bump map,desaturated and inverted color map with a suble noise drawn overtop, to give suble texture to the model. Last is the final and favorite render.

First Texure Test


This was my first attempt at texturing the model. The first two pictures used the same color map as the two below, with an addition of Blender's SSS feature. Until recently I had not figured out why the SSS would make the model so waxy, and luckily I learned a little about Blender and it's scaling units. In the last screen shot I modeled the eyes and added materials. One material for the reflection, and another to UV map the iris and pupil. ~2009

First Bust





This was the first head I modeled. Used my own head as a reference and was happy with the results. I started by polly modeling proper face loops, so later the mesh would deform properly if I ever decided to rig it for animation. On a side note I was very happy with the results of the ear, but did find out how difficult it is to connect an ear to a head model and keep clean topology. Created late 2009.

Scrolling Game Test (Click to start)

Was bored at work one day and scribbled this guy out. Thought it was interesting and decided to learn some flash and make a scrolling game scenario. Made about 5 different movie clips, and then scripted the arrow key fuctionality in ActionScript 3.0. Made this late 2009.