This is the human pincushion--He has been poked one to many times. And he resents it.
Sunday, September 23, 2012
During the fine tuning of my Witch character, I had spent close to a month admiring peoples skin maps for their SSS rendering. I figured I had to dive in and create my own! Here are the assorted versions for the mental ray Miss shader, I will post the results later when I have the moment.
Monday, September 3, 2012
My work on the hunchback has come together. I tested various versions of subsurface scattering in Mental Ray, but later integrated the cavity map in my diffuse slot to give it more of a stylized feel.
Tuesday, August 21, 2012
Here is a window I'm proud to have made. I was inspired by the art nouveau style, as well as the cool dutch inter-webs of wood between the glass windows of 18th century homes.
Some Props for the film--all extruding polygons and lofting cv curves!
Saturday, May 12, 2012
A character study I did for the animation on my "free" time. It's a bit more stylized than
I can translate into 3D at the moment--but nonetheless, I love the
entire oceanic style.
Monday, April 30, 2012
It's been awhile since I've posted any art work--but CG animation takes a long time. In the process I want to post more to keep people aware of what I'm doing these days. Here is a concept sketch to my trippy "Toadroots project."
Recent fun times with altered doll art and a heterogeneous mixture of crazy.
To be used in a documentary where a person turns 30, and the planet Saturn takes approximately 29.5 years to orbit the Sun; when it returns to the exact degree along the ecliptic it occupied at the time of a person's birth. This is referred to as their "Saturn Return".
Sample to illustrate the method of Driven Displacement maps for skin moving across bone -- Various muscles examined: Mentalis and Depressor labii (Frown), Corrugator & Levator labii (Sneer), and Zygomatic Major with Risorius/platysma (Smile) to mimic the illusion of hyper-realism.
Here is a detailed lip sync test I did to a sound bite from "Pirates of the Caribbean".
The Osipa method was used for the head rig. The original head geometry was extracted from my dense polygonal body mesh. I still yearn to make some wrinkles and scales on his face. When I get another moment, I will try to export a displacement map from Z-brush and render it in a Mental Ray approximation editor. The goal is ultra-realism.
It's my creature project done after reading Alias' Hyper-Realistic Creature book.
Finally, this Lobster Man has endured the many tweaks I made for this anim. demo. I envisioned this shot as a single tableau to focus on buggy movements and some quick action. Then I realized this guy needs to have a lip-sync performance done on a separate shot! The Pan's Labyrinth movie inspired me to mimic a fairy-talesque insect creature. I hope you like it.