The images above detail my sculpting process which differed heavily from any piece I've done in the past. I focused on multiple subtool sculpting; a main body, sea shells and tentacles. I also played around with transparent materials within ZBrush itself to get the bioilluminance on the rear tentacles working. As you can see, despite the consistent brush usage between the subtools, there was a variety of Alpha Brushes used to gain different levels of detail.
Showing posts with label Photoshop. Show all posts
Showing posts with label Photoshop. Show all posts
Thursday, May 4, 2017
The Deep - ZBrush Workflow
I decided to catalogue my workflow on this portfolio project I aptly titled "The Deep". I wanted this to be another creature project but this time my desires lied in pushing my artistic ability further than the more solo creature pieces I've done in the past. Thus I got to experiment with new techniques in ZBrush that assisted in making, what I would consider to be a successful monster piece.
I took inspiration from Pascal Blanche', a wonderful CG Artist you could easily find plastered all over ArtStation (and rightfully so). I tried to use Color Range selection methods to really amplify the saturation levels of this image which then further amplifies the Bio-Illuminescense of the tentacles. This is done by utilising a contrasting color palette mixed with the genuine atmosphere of the ocean, further extenuated by some dust and particle compositing work.
What I wanted to accomplish with this Photoshop paint over was to really sell the "texturized" look of all of the components of the creature piece. Keeping everything harmonised but still capture the uniqueness of each material in the objects. I didn't go in with much of a plan in color palette which may have held me back direction wise, this is something I'd like to improve in future portfolio pieces.
The images above detail my sculpting process which differed heavily from any piece I've done in the past. I focused on multiple subtool sculpting; a main body, sea shells and tentacles. I also played around with transparent materials within ZBrush itself to get the bioilluminance on the rear tentacles working. As you can see, despite the consistent brush usage between the subtools, there was a variety of Alpha Brushes used to gain different levels of detail.
The images above detail my sculpting process which differed heavily from any piece I've done in the past. I focused on multiple subtool sculpting; a main body, sea shells and tentacles. I also played around with transparent materials within ZBrush itself to get the bioilluminance on the rear tentacles working. As you can see, despite the consistent brush usage between the subtools, there was a variety of Alpha Brushes used to gain different levels of detail.
Saturday, January 28, 2017
Invader ZBrush Creature Study
After spending a tremendous amount of time re-writing the syllabus for my Q6 ZBrush class at Davinci College; it occurred to me that I could take advantage of the lesson plan by creating educational in-class content while simultaneously updating my own portfolio. So far, this method has paid off, as you can see in this post.
The project I assigned to my students was to design an extraterrestrial being that must showcase some semblance of human anatomical structures mixed with unique ones. I had them work on this in tangent with weekly Human Anatomy studies in ZBrush to build anatomical knowledge and practise while also taking what they learned and applying it to a unique creature design. Understanding proper human anatomy could, after all, assist them in converting targeted bone structure, muscle groups, and proportions into uniquely "alien" design elements; thus making their work stronger.
Did some more experimenting with looks for the final image here. Worked on techniques with saturation levels and using a basic two color system to get an interesting final composition.
I even included a breakdown of the compositing process for the purposes of showing the students how ZBrush and Photoshop work hand-in-hand when it comes to the post processing section of the design process. With future designs I'd like to do this more frequently with even more visual aids; like Photoshop layers and Blending Mode settings.
The project I assigned to my students was to design an extraterrestrial being that must showcase some semblance of human anatomical structures mixed with unique ones. I had them work on this in tangent with weekly Human Anatomy studies in ZBrush to build anatomical knowledge and practise while also taking what they learned and applying it to a unique creature design. Understanding proper human anatomy could, after all, assist them in converting targeted bone structure, muscle groups, and proportions into uniquely "alien" design elements; thus making their work stronger.
Did some more experimenting with looks for the final image here. Worked on techniques with saturation levels and using a basic two color system to get an interesting final composition.
I even included a breakdown of the compositing process for the purposes of showing the students how ZBrush and Photoshop work hand-in-hand when it comes to the post processing section of the design process. With future designs I'd like to do this more frequently with even more visual aids; like Photoshop layers and Blending Mode settings.
Tuesday, January 3, 2017
Sketchbook Studies 2017 - V01
Decided to do some alien concept designs for a class based project in my ZBrush class I'm teaching this quarter. I plan on working towards using this sketchbook template exclusively for the year.
ZBrush - Orc Study
Catching up on some posts in the New Year, prior to the break I got my students to do Facial Anatomical Studies. This warm-up was to create a Orc based character study based on Tolkien's universe.
The nature of the exercise was to showcase how using asymmetrical details to design a specific type of character based on a pre-existing universe.
Thursday, May 26, 2016
Creature Sculpts - In Color
These are some of my more recent designs/creature studies. The first (left) is an original composition I sculpted in Zbrush based on an illustration of my own. I believe this was the result of sheer boredom in a mall food court one day or something along those lines. Either way, I was happy enough with the sketch to push it forward into a digital design.


The second design (right) is a re-creation of a concept by a fellow concept artist friend of mine (Sophie Fong) titled "The Grief". I will be including accompanying images of the illustrations that inspired these designs at a later date as it will make the inspiration more clear as well as where liberties were taken.


Wednesday, February 24, 2016
Sketchbook Doodles 2016
These are a collection of sketches of mine that I've taken the liberty to clean up and colorize in Photoshop. Inspiration for these sketches ranges from the comforts of my own home while watching films, coffee shop doodles or taking my students on field trips to the local museum.
Monday, December 21, 2015
Video Game Environment Art - Part 1
Between 2014-2015 I worked for Orpheus Interactive on "Sons of Anarchy: The Prospect" as an Environment Artist. Below are some of many examples of the level design assets I had to create for the game. The mood/tone we were going for was to try our hardest to emulate the TV show while also adding our own unique artistic flair. I designed an Art Direction document/guideline that was used as the core template for the overall look.
Each environment was meant to have its own temperature, tone and feel but overall; they all needed to feel grounded and real. The above images were for the main characters home; which had a very run down, unkempt feel to it. Everything from the stains in the carpet to the dishes in the sink have a purpose and are to make the player feel like this environment is a lived in place.
The following link takes you to a sketchfab glimpse of the model:
https://sketchfab.com/models/89c45d1d5dfa4876ba353c86007084b8


Each environment was meant to have its own temperature, tone and feel but overall; they all needed to feel grounded and real. The above images were for the main characters home; which had a very run down, unkempt feel to it. Everything from the stains in the carpet to the dishes in the sink have a purpose and are to make the player feel like this environment is a lived in place.
The following link takes you to a sketchfab glimpse of the model:
https://sketchfab.com/models/89c45d1d5dfa4876ba353c86007084b8


Friday, June 12, 2015
Sunday, April 19, 2015
Wednesday, March 11, 2015
Thursday, February 19, 2015
Subscribe to:
Posts (Atom)

















































