Some of the characters I’ve created for Kronocell, Petar Ivancek’s game in the makes.
Model for an unannounced project from 2013. Hand sculpted and manually textured.
Nintendo fan art – wooden figurines look, with ZBrush and Substance Painter
Latest interview on 3D, life and such
Continuing this one one year later. Jude Law as Young Pope
Han Solo in carbonite ZBrushed for Secret Cinema – Star Wars: The Empire Strikes Back, held on summer of 2015 in London UK. I was responsible for head sculpting and tweaks on the body which was created by another artist whose name I sadly don’t know.
Star Wars La Linea
Logan work in progress
Doesn’t get much better than this
An interview I gave to Michael Nisbet from Pixologic (Makers of ZBrush) about my involvement on the Meet Graham Project
Started a new adventure as a Senior Character Artist at Lion Game Lion, with an awesome team and stupendous projects I couldn’t have dream of, working hard, producing much, but under NDA, hence a bit quiet and stale in here. See ya
Annual display of some of the characters I’ve created in spare time during the now eight years with ZBrush.
This year has been very fruitful in the aspect of 3D expression, with numerous highlights and features from my mother forum ZBrush Central, as well as other great forums such as CG society, 3D total, CG+ and others. It has also been another year in which I’ve learned (again) the hard way about much more important things, and that fulfillment doesn’t lie in either rewards or recognition, but in being true to one’s inner self, more so finding time and space to discover it.
Snoke got his asymmetrical topology in 3D Coat – double the time double the fun! I’ve thrown in the progress images of the sculpt as well.
Creating an accurate ear with ZBrush Imagine an ear as a flat thin surface of paper, if you crumple that paper the forms on the back will still reflect what is on the front – the same rule applies to a human ear – test by touching the front with your index finger and the back with your thumb (hope you have fingers and an ear), with exception that the features in the back are not as prominent as those in the front, but as you will find for every peak there is a valley.
Due to my dissatisfaction in not doing it right, and not to waste time on matching the back to fit the front, or completely abandoning the back as is mostly the case from what I’ve seen from others even on triple A games and movies – I’ve came up with this shortcut which doesn’t only give and accurate relationship between the front and the back of the ear, but also renders correct SSS in software like Keyshot.
A friend for Kylo. A speed sculpt from a sphere to loosen up form the technicality of Kylo in game model.
Plus some ideas for a connected story – a face behind the mask, and the brain behind the mask
In game Kylo Ren I took this project further and created an in game version; low poly cages with 3D-Coat, baked high poly information with xNormal, textured with Substance Painter and lastly real time rendered in Marmoset Toolbag 2. Original model was created with ZBrush.
Discworld’s Moist Von Lipwig, a new one to take a break from the work. Work in progress.
Abby Normal A new work in progress, ZBrush primitives as starting points…stay tuned for updates.
After quite some time I found it in my heart to create another Discworld character. This is my interpretation, and was a bumpy road having created a face I didn’t really see fit, and after meeting someone on my vacation and feeling she is a perfect match for Mrs. Evande Cake, redoing it and wrapping it finally up. Hope you enjoy :)