Saturday, 21 December 2013

Creature head sculpts

These are a set of creature heads I sculpted in Zbrush last week. I ran a kind of Character/Creature Jam at work, based on the theme of the five senses, as something cool to do before we all left for Xmas.
I avoided reference and tried to rely on channeling any elements I could remember from nature, such as insects and sharks, plus any cool monster heads I'd seen over the years.
I sculpted each of these from a simple polysphere using Dynamesh.
I hope to continue doing these as Lunch Crunch projects in the future.

Tuesday, 29 October 2013

These are a set of Driver arms I created for GRID 2. These were mean to be viewed in first person through a helmet/cockpit cam. They didn't feature in the final game as it was decided cockpit/helmet cam would be dropped.
As well a regular normal map they a also have tiling fabric normal maps applied to add detail and realism.
All maps: Dif, Normal, detail normal, spec and AO.

Normal & AO


Monday, 28 October 2013


This is another personal project I'm working on. It's a 3D portrait of my eldest daughter. If this turns out well I may make them an on going series, so she has a record of her growing up. I'll also do the same with my youngest daughter if I can just get her to stay still :-)

Wednesday, 23 October 2013

I've been using scan data more and more in my workflow when creating heads, clothing and equipment. With heads; it can really help to nail a good likeness. Here is a one I did a little while back. He's one of the Art Directors at work. The first image shows the process from the raw scan, through clean up and finally the textured head. The next two images show the finished head.

Saturday, 19 October 2013

Rhino wip

I've begun working into the armour panels on the Rhino sculpt. Adding details to break up and add interest to the armour plates. Still not happy with the feet, but something will stick soon as I play with shapes in Dynamesh. More wip pics to follow as I add more nurnies to him.

Wednesday, 21 August 2013

'Maw' creature sketch wip

Another lunch crunch ZBrush project using Dynamesh. I'm calling this ugly spud 'Maw' from the protruding toothy jaws he's sporting. Not sure where I'll take it, but trying different anatomy and musculature is what it's all about.

Tuesday, 23 July 2013

I returned to this sculpt after being busy on other stuff and it suddenly occurred to me "his head is tiny and those horns aren't going to scare anyone or do any damage. Once again Dynamesh enabled me to make changes that might have taken time in the past. Now he has a serious set of horns and a head in correct proportion to a man being inside the suit. I've also figured a way for the face plate to slide up to reveal his face for the classic Rhino look.
Onward with the sculpt....oh that's the end of lunch :-(

Friday, 12 July 2013

Spiderman Rhino wip cont

Had a bit of time to block the rest of the body in. Still working in Dynamesh, which is lovely for trying ideas out as you sculpt. Once the major proportions and shapes are defined it'll be re-topology and working in the details.


Monday, 24 June 2013

WIP Spiderman 'Rhino' sculpt

Here are some work in progress grabs of a little project I've been doing in recent lunch breaks.
With 'Rhino' being announced as one of the villains for the Amazing Spiderman 2, I thought I'd sketch sculpt my own version in Zbrush using Dynamesh (This started out as a simple sphere). I've given him a power armour 'Ultimate' look over the traditional bio suit. Lots to do, but I'm enjoying playing with the big primary shapes at the moment before retopology and details.

Thursday, 20 June 2013

GRID 2 game res driver models & textures

Here are a couple of viewport screengrabs of the driver models I made for GRID 2. You begin the game as a street racer and then, through your achievements, become a pro driver. Hi res assets were created in Mudbox and Zbrush, hard edge gear, bakes and final game LODs in Max. Thanks to Arai, Alpinestars and Hans for loaning us the gear to reference.
Textures are 1024 x 2048: Diffuse, Normal and a Spec/Env mask/Colour tint mask.



Friday, 12 April 2013

Another peak

This time of some of the detail on the back of the character. No render touch ups in Photoshop. This is all geo rendered in Max.

Tuesday, 9 April 2013

Thursday, 4 April 2013

Really excited to have some of my sculpts featured in Autodesk's 'What's new in Mudbox 2014' power point presentation. Here's the page:

Monday, 18 March 2013

Race Driver re-visited

I decided to play with the lighting some more to add a bit more contrast and some nicer shadows.

Thursday, 28 February 2013

Lunchbreak Minion head

A Zbrush doodle sculpted during lunchbreaks. I have a set of Minion figures from the old Codemasters published game: Overlord sat on my monitor. I thought I'd do a new version. Built from a basic poly sphere using the wonder that is Dynamesh.

Friday, 18 January 2013

Here is a rear view of my racing driver model. I need to add some carbon fiber detail to the Hans device and helmet at some point, but I'm pretty pleased with it.

Tuesday, 8 January 2013

Here are some close ups of the details on the driver model.

Racing Driver

I wanted to create a realistic, but heroic looking Racing Driver character. Combining hard edge elements and organic/clothing in one model. I've tried to make all the equipment and clothing as accurate as possible, but I pushed his overall proportions a little to give him a bit more of a heroic form.
All sculpted and textured in Mudbox, bar the Helmet and Hans device - which were subd modelled in Max.
I decimated the hi res meshes in Zbrush and then rendered them with VRay in Max. He's over 5 million tris in all.

Wednesday, 2 January 2013

Art Archive

I have a load of traditional art I did back when I was an illustrator and some from when I was still doing pencil concepts at game companies. These had been sitting gathering dust until someone suggest I should scan them in and post them online. So here is a little gallery archive: and a few examples below.