Sherlock

It sure is good to be on this side of winter! Being able to go running in shorts and a tee-shirt is absurdly wonderful. (We got a total of nearly 8.5 feet of snow where I live this year!) All that to say I'm excited to spend some time outdoors and for the personal projects I have planned for this summer. I'm not quite ready to share what they are yet, but check back soon for more updates!  

Also, to fill the gap of the much missed CGHUB I've gone ahead and jumped on the Art Station bandwagon. Check out my art stuffs here.

I've been working on this sculpt of Benedict Cumberbatch as Sherlock on and off for the last couple weeks in my free-time. Enjoy!

For those of you who are interested, here is the time-lapse of my process.

Dunmer Bust

Here's some Elder Scrolls fan art I whipped up recently. I loved Morrowind and the Dunmer culture in that game, and after playing the Dragonborn DLC for Skyrim recently some of that interest was piqued again. I'd love to design a full dunmer character someday... we'll see if I ever get to that. I have too many other projects on my plate right now! That said, I do have a new character in the works and should have concept art to post soon. I've been taking it back to the basics, drawing with pencil and paper (how archaic) and have really been enjoying the design process. I'm excited to get into 3D but having a lot of fun with the concept phase too, so I don't want to rush things.  

Dunmer Warrior

Dunme Turnaround

On a side note, I'd like to be more intentional about not only posting what I'm working on here on this blog, but also being more active in the game art community. I have some useful 3D resources that I'd like to get together and upload to my site in addition to having some ideas for tutorial videos that may be helpful to those artists who are just getting started in this field. More updates coming soon! (Supposing I don't get completely overwhelmed at work by GDC preparations, that is.)

Mitsurugi BRAWL Update

Here's an update on my Polycount BRAWL submission. Last week I did some concepting and finally settled on something that I like and this week I spent a good chunk of time working on sculpting out the base anatomy. especially focusing on the facial features. It has been an interesting experience to design someone to look similar to concept art, but to still have the realistic idiosyncrasies that make people feel real. I still have a lot to learn, but I've been having fun so far.I've also been making an effort to document my progress (especially in the sculpting phase) and have made a timelapse of my work to this point.

 

Levitt Bust

I've been experimenting with multipass rendering out of ZBrush and am pretty happy with the results.  I have a lot to learn, yet, but now I begin to understand some of the power behind this method.

Back to Characters

I've finally been able to put some of my time toward my passion of creating characters; so here's an update on Iris. I'm currently trying to polish up everything I have on my website/portfolio to a more professional level. When I look at what is up there right now, I cringe at how much it looks like student work. I know that I can reach much higher levels, it is simply a matter of finding the time. I should be updating my website/portfolio in the next couple weeks, so be sure to check back!

Here are the base skin tones for Iris's face. I still need to add in the imperfections and desaturate it a bit, but it's a start.