Too bad Glenn Danzig is a DOUCHE!!! Anyway, I finished the skull! Man modeling skulls is HARD! I think I got it though, I tried my best to balance using real skull orthos and the image of the skull from the previous post. Now the tedium of unwraping this thing. Who knows how long that will take. But I'm looking forward to bringing this into zbrush. Also I never knew about the push modifier in Max but man! So cool! My buddy Phill Gonzalesturned me onto it. He said they use it a lot at Blizzard to achieve more heroic propotrions and I can see how it can help.
Tuesday, November 15, 2011
Monday, November 14, 2011
Warm up
Did this quickly today to warm up. I saw one of my friends (and uber talented artist) Mike Fudge do this once in a time lapse video. I though it looked like fun. I didn't use reference (probably should have) but I just wanted to get the creative juices flowing. I started with just cylinder in zbrush and went from there.
Sunday, November 6, 2011
When we were young we thought we had superpowers!
More progress!!!! My buddy Sean gave me a great crit on Friday about how my previous iteration was looking very stiff. I new something was off with the model but I was having trouble pin-pointing it. I feel like it's now feeling more natural. He looks like he's ready to fuck shit up!
So all that's left on the modeling front is the skull. which is one the most fun things to create in any art form!

Then I have to unwrap this beast, the least fun part of 3d, then it's off to Z-brush for the high res sculpt. No quite at the finish line, but it's in sight!

All of this was done under the watchful eye of my art director Myu.
So all that's left on the modeling front is the skull. which is one the most fun things to create in any art form!

Then I have to unwrap this beast, the least fun part of 3d, then it's off to Z-brush for the high res sculpt. No quite at the finish line, but it's in sight!

All of this was done under the watchful eye of my art director Myu.
Friday, November 4, 2011
The Hero
So on the side I've been working on a game concept (there have been a few posts about it) When I get bored of one project I switch to the other. I'm taking a small break from the Undead Hero this week to do some concept on the hero character for m game idea. I posted a concept two posts back but I wasn't sold on it. So this is what I have currently. I need to work on the mask and colors. but I think I'm gonna stick with this model.
Sunday, October 30, 2011
Undead Hero
So Guardian Heroes is one of my all-time favorite games. When it came out on the Sega Saturn in 1996 it totally just captured my imagination. From the huge sprites to the medieval setting sprinkled with just tinge of technology. It was colorful, and most of all it was fun! I have such fond memories of playing this game, I even tried to chart every route you could take (it had a choose your own adventure type of feature at the end of every level. I would do my homework while listening to the soundtrack (you could load up the Saturn cd player and load just the music).
Needless to say I love this game! Imagine my excitement and then disappointment when I found out it was being re-released.... only on XBLA (for now). I still have my Saturn and my copy of the game. But hooking up an out dated console is tedious at best. Anyway, In preparation for the game Sega released a bunch of concept art from the game. I immediately new I had to re-create one of the characters in 3d! My two favorite characters were Han (the typical warrior type) and the Undead Warrior. Which was an awesome NPC character that would fight with you through each level. He was a bad ass and could go berserk and just wipe out all the other enemies on the screen. I'll never forget when he first appears in the game.
He bursts out of his unmarked grave and lays waste to a robot that you can't defeat. Very cool stuff (especially for a 16 year old).
So now the hard/fun part. Translating a 2d sprite character into a 3d one. Lots of games have attempted this feat and some have really succeeded. Others just never look right. Armed with some very loose orthos I set out!


This is super helpful but it's not the tightest line work and proporstions fluxuate from image to image, and his armor is really simple (a nessicity for a 2d sprite).
So I had to figure out how much to update and how much to keep true to the original.

I still need to model out his arms (they're just cylinders right now) his toes, and fingers, and of course his skull. Oh yeah, also his Sword!!! The focus of the game! From there I'll take him into zbrush and add all sorts of awesome detail; armor rot and rust, decay, armor ornamentation, the works! This is I think a little over a weeks worth of work. The chest armor took the longest. It was really tough for some reason, and although you can't see it in this image too well, A spine is fucking hard to model!
Well that's it for now! Stay tuned for more. If you have an Xbox 360 I cannot recommend this game enough! It's only 10 bucks.
Needless to say I love this game! Imagine my excitement and then disappointment when I found out it was being re-released.... only on XBLA (for now). I still have my Saturn and my copy of the game. But hooking up an out dated console is tedious at best. Anyway, In preparation for the game Sega released a bunch of concept art from the game. I immediately new I had to re-create one of the characters in 3d! My two favorite characters were Han (the typical warrior type) and the Undead Warrior. Which was an awesome NPC character that would fight with you through each level. He was a bad ass and could go berserk and just wipe out all the other enemies on the screen. I'll never forget when he first appears in the game.
He bursts out of his unmarked grave and lays waste to a robot that you can't defeat. Very cool stuff (especially for a 16 year old).So now the hard/fun part. Translating a 2d sprite character into a 3d one. Lots of games have attempted this feat and some have really succeeded. Others just never look right. Armed with some very loose orthos I set out!


This is super helpful but it's not the tightest line work and proporstions fluxuate from image to image, and his armor is really simple (a nessicity for a 2d sprite).
So I had to figure out how much to update and how much to keep true to the original.

I still need to model out his arms (they're just cylinders right now) his toes, and fingers, and of course his skull. Oh yeah, also his Sword!!! The focus of the game! From there I'll take him into zbrush and add all sorts of awesome detail; armor rot and rust, decay, armor ornamentation, the works! This is I think a little over a weeks worth of work. The chest armor took the longest. It was really tough for some reason, and although you can't see it in this image too well, A spine is fucking hard to model!
Well that's it for now! Stay tuned for more. If you have an Xbox 360 I cannot recommend this game enough! It's only 10 bucks.
Saturday, October 8, 2011
Waiting for the End of Time
I realized I would never get around to texturing my Pelican Machine head model, so I did a quick rig and pose. Then I took it into zbrush and did some quick sculpting on the hands and suit. Finally, I rendered it out and played with some texture layering and color adjustments.
I'm pretty happy with how it turned out for a spontaneous afternoon project.
I'm pretty happy with how it turned out for a spontaneous afternoon project.
Saturday, August 20, 2011
The Tower
So I've been working on a game concept for a while now. It's slowly starting to coalesce and become something cool. But I want to make sure I do things right and actually finish it. Alas I am going to shelve it for a little while as I am going to work on another project that I am super excited about. I can't talk about it too much but if all goes well it might just be one of my crowning achievements as an artist....
In the meantime this is a concept I was working on for the main character of my game concept (called The Tower at the moment).
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