Entries in 3D (11)

Friday
Jun232017

Exploration Suit - EVE


Concept and game model I recently did for EVE. The idea for the design was based around the planetary exploration theme, while keeping a similar language to the previous Combat Suit. This started with a blockout, then followed with a series of paintovers to establish the flow of the main lines and create a one piece feel between the top and bottom areas.

The highpoly was modeled in ZBrush alongside with Blender for hardsurface parts. 
The textures and the variations for the different factions were done in Substance Painter.

Friday
Jun232017

Sleeper Vat Suit - EVE

This suit was designed for Sleeper body that is connected to the Canopic Vat Module I created earlier.
Modeled in ZBrush and rendered in Vray
Thursday
Jun092016

Male Character Portrait

This is a cinematic character project I have been working on recently. I wanted to explore a few sculpting and detail transfer solutions, along with hair styling workflows between ZBrush and Maya, and skin and hair shading in Vray. 

The hair guides were created in ZBrush using Fibermesh and were used to drive the hairstyle in Maya. The XGen setup is mostly procedural and consists of a couple of modifiers driven by custom expressions that output values based on the hair length. 

The head model was baked in Zbrush with the Multi Map Exporter onto an animation ready mesh, and rendered using displacement maps. 

Wednesday
Jun082016

3dtotal Interview

The interview I did for 3DCreative Magazine is now available online on 3dtotal.

Sunday
Mar132016

Eve Online - Combat Suit - Game Model

Low poly - Game model

Screenshots from Marmoset including a couple of texture and material variations that represent different factions from EVE.

Saturday
Nov212015

Vertex - Pattern Drafting in Marvelous Designer and Zbrush 

If you are interested in pattern drafting for custom designs, then you can find an article I wrote in the latest edition of Vertex from Art By Papercut.

 

Vertex 3 is one of the best CG publications and it’s packed with learning content from professionals in the games industry.

You can download it for free at: http://artbypapercut.com/

Saturday
Sep052015

Cycles - SSS Skin Shader

For the last few days I’ve been testing Cycles, which is a fairly a new unbiased CPU/GPU path tracer renderer for Blender, available alongside Blender’s internal engine. When combining its speed with the flexibility of Blender’s Shading node editor, it becomes a serious contender to Vray, Arnold, Keyshot, Octane or Corona, plus it’s Open Source and free.

While Cycles comes with basic shaders like Diffuse BSDF, Subsurface BSSRDF, Glossy BSDF (including the GGX Shading Model), etc, to create realistic materials you have to combine these together into more a complex Shading Group. Once created, this Shading Group can be easily reused and shared between scenes, and can be controlled with a set a variables that you decide to expose to the end user. 

   In this example I am mixing together two Subsurface shaders, a Diffuse shader, and a GGX Gloss shader. To get a red scattering lobe, I am overlaying the color inputs of the SSS shaders with two complimentary colors, slightly weighted towards red, and I am using two different scattering radiuses to simulate two skin layers. For the specular component I am remapping the fresnel node to allow individual control over the F0 and F1 parameters. 

I would like to thank Ten24 for providing this model.

Downloads:

Update (8-8-2016)

Skin Shader: Blender_SSS_Skin_Shader_Undoz.com.blend - I’ve added a simple scele with just the skin shader so you can use it with your own models. 

Blender: http://www.blender.org/download/

Skin Shader and Model: 3dscanstore.com was very generous to give away a Blender Render Scene complete with a free Head Scan and the Skin shader above. You can find it here: http://www.3dscanstore.com/index.php?route=information/information&information_id=16

 

Sunday
Oct262014

VRay - Physically Based Shader

I am currently working a Vray base shader for dielectrics and metals that has a similar response to the PBR implementations from Marmoset/Unreal/Substance. The purpose of this is to have a material that responds well in different lighting conditions, and that is driven by plausible parameters based on physical measurements. It currently supports both metallness/gloss and specular(F0)/gloss workflows, along with micro roughness control, and should make the texturing process a lot more easier and consistent between different projects.

Download: undoz_vray_PBR_simple_SHD.rar ( Please note that this shader was created before Vray supported Maya’s color management system. That’s why the shader is setup with gamma correction nodes. You can either disable the color management, bypass the gamma nodes, or set the texture color space to raw. Edited: 8-8-2016 )

Usage: Import the shader through the Maya Hypershade window (File>Import). 

The shader is made for LWF (gamma 2.2) and supports both mentalness and specular workflows. The fresnel component is remapped to allow full F0-F1 control, and the F1 component is sensitive to glosiness changes to account for the microfacet normal changes.

 

Wednesday
Jun042014

Zbrush Hard Surface Retopology

I received a few questions regarding my hard surface modeling workflows in ZBrush and I decided to record a short video showing my workflow of resurfacing a block-out / concept sculpt. 

 

 

Friday
Feb072014

Suit

 

Dynamesh sketch done last year

Thursday
Apr052012

Retopology in 3ds max

This is an older video about the retopology workflow I am using in 3ds max with the Graphite Modeling Tools (Polyboost).