While at Method Studios, I was responsible for the modeling and sculpting of the Hydra creature for the Game of War: Fire Age commercial. The modeling process was completed in just under three weeks, one of which was completely dedicataed to sculpting the head which is featured below. Feel free to add any questions on comments, Thanks for viewing
Not even the rebellion was out of reach of the Borg it would seem. It was easy to blow up a giant sphere… but a giant cube? Resistance it seems, truly is futile.
Although being a little short for a Borg, Lukeutus remains an assimilated part of the collective. Strangely, contrary to the rest of the Borg, the only phrase he would repeat was…
“May the Force Live Long and Prosper”
The head was sculpted from scratch out of an old base mesh. For the tubes I created a custom insert curve brush in zbrush which saved a lot of time. The hair was done with the yeti plug-in, and everything was rendered in Arnold. Nuke was used to composite the image this time, instead of my usual Photoshop, and considering the full image is 4kx2k 300dpi 32 bit, seemed the logical software to use. Arnolds zdepth is particularly tricky, so finding that perfect balance was challenging but was easily manageable using Nuke.
It was a thrill to work on Thor 2 when at Luma Pictures, my labor of love over the course of the show was this creature, the 'Stone Man'. It was challenging in every way, each rock was modeled separately to fit together seamlessly, as they would shift and move as he animates. Working closely with the rigging department, we were slowly able to get the articulation we needed while still maintaining the shapes and forms we wanted.
I worked on Hansel and Gretel: Witch Hunters where, among other things, I was responsible for the ‘Swamp Witch’ digital double, who ends up getting shredded by a very nasty weapon :). The challenge with her was mostly the clothing, which had to match the actress 1:1 so getting every strand and every scrap of cloth to match was a very labor intensive process. The hair is a mix between a ‘helmet’ for the skull volume, then covered in zfibers from zbrush that were then wrap deformed to low res ribbons for simulation. Thanks for viewing!
Digital double for the X-Men (man?) Darwin. Darwin never really gets a chance to show off his ability, "reactive evolution"; i.e., his body automatically adapts to any situation or environment he is placed in, allowing him to survive possibly anything. Except... when someone forces a ton of energy inside of him and he cant control it and explodes. He might be the first of the x-men to die in that movie too. Read into that however you want...
Scroll down and you will find, Banshee. Banshee can scream. Loud. Really loud. Loud enough that he can fly!
I was privileged enough to work on Underworld: Awakening. The tunnel lycan was my labor of love so to speak for the project, but he was involved in a cool chase scene and was great to see him in action. I provied a few stills from the chase but ill try and get the sequence up soon.The hair was created by Satoshi Harada.
Sculpted in zbrush, and rendered in Arnold, this image is based off on an unknown (to me) sculpture at the Victoria and Albert Museum. I found it very elegant and it struck a chord within me and I was compelled to sculpt her. The hair was a tricky undertaking but I started with a simple extract and let the zremesher figure out the topology for me as I further developed the sculpt.
I released a series of courses on Digital Tutors that follow the creation of this image, focusing on techniques in Arnold and Maya
This image was quite an undertaking. The final resolution of the render is gigantic, and for my modest machine, did quite well. Rendered in Arnold, with the hair created using Yeti plugin, below you can see the final image, as well as some behind the scenes if you are curious about my settings.
I created this for fun a while ago, I always like to put celebrities in roles they might not usually play, can you guess who this is? (check the placard). It first started as just a likeness exercise but i was having too much fun with it and now look what happened.
All the modeling was done in Maya, the bust itself was heavily zbrushed then exported at a high res for rendering with mental ray, and of course some Photoshop comp work afterwords. Finished in May of 2009.
Scroll down to see the raw zbrush sculpt.
This guy was created for the Digital Tutors course I lead back in 2012
The idea behind this character is the headset he wears enhances his mind, but, as you can see from the radiation warning on the side... might not be good for you.
I am proud to say that this image was featured in 3D World Magazine Feb 2010, and won their 'Image of the Month' Award!
I started this as just an expression study, i wanted to get more "character" in my sculpts. But something kept me coming back and adding things here and there. This was also a challenge because i wanted to do it all 100% hand painted.
Also, I wanted a tom-boy character, shaved head, tough but still has girly attribues. So my idea behind the image is that in her world, where its not easy to be a young girl, shes trying.
Fright Night (2011) required a few transformations from human to vampire, as well as some blood and broken bones/ax's sticking out of people, yikes. Most of my focus was on Amys transformation, but I did work on 'Jerry' for one or two shots. I was also in charge of 'Ed's wounds and amputation-by-door arm stump.
At the bottom you can view my colleague, Ruy Delgatos tracking demo, it shows a lot of the shots that I worked with him on, thanks Ruy!
Another oldie but a cutie, this piggy was sculpted for a contest at cgcoach.com, which i didnt win =( but hes still one of my favorites. Done in my free time, hes modeled in maya, sculpted in Zbrush and rendered in mental ray. hope you like it, I hope to retouch it and get it printed someday so stay tuned!