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Andrei Cristea

Andrei Cristea

Sebastien Legrain Dan Roarty - Character Artist Maing Of 'The Punk' by Vikram.V Introduction "Punk" is a character inspired from one of the models on 3d.sk. The intention was to make a character aesthetically pleasing, which stood out from the rest and had a unique design. After some research I found out that there were not many models of punk type characters, so I decided to go in that direction. In this article, I will try to explain the process I followed to create the character. My work speed is much faster in ZBrush than it is in 3ds Max, so I prefer doing most of my organic modeling in ZBrush (Fig.01). Fig. 01 Sculpting One of the most interesting parts of character modeling is sculpting. During sculpting, the most important thing to do in my opinion is to keep turning the model and viewing it from all directions. Fig. 02 Clothing I created a mask for the vest, and used the Extract option under the Subtool palette to create a new subtool. Fig. 03 Pants and Shoes I created the pants in the same way, extracting, retopologizing and sculpting. Fig. 04 Fig. 05 next page >

concept robots Environment Artist Jeff Parrott Cameron Kerby : 3D Artist : Portfolio Cameron Kerby Copyright 2013 Features The license has changed in order to provide maximum freedom for artists. All output data is now licensed under CC0.Application updates include: Better models obtained through laser scansNew polygonal hair libraryImproved teeth modelNew slider buttonsMore accurate morphing systemNew clothes libraryNew skins libraryMore intuitive ethnic mixerMitsuba and povray integrationMultilanguage supportExternal tools updates include New standalone maketarget applicationNew makeface scriptNew makeclothes scriptNew makerig scriptKnown issuesCommunity updates include An online repository for user-contributed skinsAn online repository for user-contributed modelsAn IRC channel We are proud to announce that MakeHuman has switched to the most liberal license available for output content! Content created with MakeHuman is licensed under the CC0 license, giving artists unprecedented freedom for using their MakeHuman creations in any way they can imagine. For the code as such, MakeHuman is switching to AGPL.

Jeff Feligno's Character Art Portfolio Alien concept. Trying to mix some hard surface elements. Zbrush and Modo used here. Rendered in Marmoset Toolbag 2Digital Art, Game Design2014 InGame model and 3D print. 6.5" Seated Female Figure StudySculpting, Character Design, Fine Arts2011 Aris Kolokontes art. Clément Melendez - Level Designer - Portfolio Role: Pre-production: I prototyped gameplay mechanics and missions for a few months, then was put in charge of the Vertical Slice level. Production: I designed the 6th level in the game, York (labelled PAX ROMANA), from beginning to end. This involved the usual: documentation, block-out, asset placement, AI scripting, scripted events, mark-up, bug-fixing, optimization, balancing, etc. I was also the owner of the LD scripting tools (creation of modules, requests for tools, maintenance of the editor). Description: The game tells the story of Marius Titus who witnesses the murder of his family at the hands of barbarians. Challenges: Many factors made this project challenging: new IP, launch title for a new console, new team, new genre for the company... More than anything, I learnt how to balance communication, level-design tasks, documentation, and associated tasks such as maintaining the editor tools, training newcomers, reproducing bugs, creating test-maps for programmers, etc.

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