Wicked House tutorial

General / 12 January 2019

Hey everyone! I have recently published an article about creating my 'Wicked House' piece on The Rookies Blog. If you are interested in creating a CG environment or already creating one this should help you avoid some troubles and give you a better understanding of what to look out for. I talk about how I came up with a concept, what steps I took during modeling, I also give tips and examples on improving composition and lighting. Hope you find it useful!

https://blog.therookies.co/2019/01/08/how-to-create-a-cg-environment/


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Wicked House Texturing (Final)

General / 28 December 2018

So a few months ago I made a post about the progress of texturing my 'Wicked House' piece. I have finished texturing it in August but was hesitant to update the piece in my portfolio. The truth is, I am not entirely satisfied with it. By the end of my master's programme, I absolutely had to finish it to pass and I have spent day and night working on it. I gave it my best effort...until I got a job. After I got my offer letter the sense of urgency vanished. So at that point, I was only working on it to get it done so I can pass. Now, looking at it, I think its an okay piece. I definitely have better pieces and with a bit more time and polish, it can look great. But I want to move on. My true passion is characters and while it was fun experience modeling and texturing environment, I don't want to go back to it. So here it is. Finished, not perfect.

Original piece: https://oli-r.artstation.com/projects/axvlR?album_id=648514






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3D Artist Magazine

General / 29 September 2018

I am proud to announce that I am featured in this month's 3D Artist Magazine issue with my Vray cloth shader tutorial. I walk you through the process of creating fabric shaders in Maya using a Thunderloom plugin. It is a very cool and free plugin that allows you to create awesome cloth shaders without bringing the external maps in.

Here is the link to their website 3D Artist


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Wicked House progress

General / 12 July 2018

Sharing my progress of texturing the wicked house model that I have done a while ago. It has been almost 3 weeks and I really like how it is turning out. My main objective is to give this environment a character and not make it just another medieval house model. I implemented a lot of architecture style from different cultures: Romanian, Italian, Russian and I feel that it is working quite well. In case you are wondering how I did vegetation, it is simple pain effects in Maya, i just adjusted shaders to my liking.

Original piece: https://oli-r.artstation.com/projects/axvlR?album_id=648514




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Under the ice

General / 07 July 2018

It's been a while since I drew something abstract. All my drawings over the past year were based on human form and anatomy. While it is a great way to improve, it also restrains creativity. You start to heavily rely on reference, measurements and proportions. I wanted to draw something different this time and, I must admit that I found it very enjoying. There is something meditating about making an abstract painting. 


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The Vessel

General / 01 July 2018

Wanted to share a piece that I am working on right now. This is a creature model for my thesis project. Concept art is done by amazing Dhenzel Obeng https://www.artstation.com/dhenzel

My plan is to finish this piece by August. The model is fully retopoed and unwrapped, most of the secondary details are there too. I am currently refining anatomy of the body and for next steps I want to add some texture and fine (torchiery?) details. Still a lot of work to do but I like how this piece is coming along. 

This time, instead of using Xgen for hair I decided to use hair planes. I am also trying to keep the polycount in mind as I want this model to be game ready. At the moment, the whole piece is under 50k but I am thinking about uprezing some pieces.

Here a some screen shots from Zbrush and link to the concept art:

https://www.artstation.com/artwork/XgQAn




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Sharks VS Mermaids

General / 09 June 2018

Hey guys and girls! Wanted to share my recent freelance project with you. This is a sculpture for a board game that is about to launch on kickstarter 'Sharks VS Mermaids'. It will be 3D printed and listed as a part of a stretch goal. I had a lot of fun working on it and I wish this project success! For those who want to check it out, here is a link to their FB page Click

Everything was done is Zbrush, rendered in Maya with Vray. For scales and tentacle pimples (? idk what it is called :D) I created a vector displacement map. If you are interested in trying it out, leave a comment and I'll upload it for you <3


  

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Daniel Kaluua Blend Shapes

General / 26 May 2018

Here is my latest blend shapes practise. I chose Daniel Kaluua's face as he has a stunning performance in 'Get Out'. The model is very low poly, 1580 faces, no triangles, animation ready. Here are just some of the shapes that I've done. Overall, I have done 19 blend shapes for the face, each separated in two parts: brow and mouth., 2 blend shapes for the teeth and 4 shapes for the tongue. I am also collaborating with a rigger https://www.artstation.com/dawonlee. She will do a full facial rig with joints, controllers and extra setup.



  

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Spring Show Winner

General / 20 May 2018

On May the 4th I was announced a winner for the Spring Show 2018 in the 3D modelling category. I can't describe how proud I am. Winning that thing was my dream and my goal ever since I got in the school. I also got my work printed on a 6 feet poster and displayed in a Spring Show Hall at 2225 Jerrold Ave San Francisco, so if you are interested, come see it! It is open to the public.

Link to the work : Click

I want to thank all my friends and family for supporting and believing in me. Special thank you to my teachers, who guided me through the whole journey. I wouldn’t have been able to do this without you.



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Requiem

General / 23 April 2018

Anyone else saw this show on Netflix? It was so unexpectedly sinister, I loved it. If you like drama/suspense, then it is for you :) 


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