I just wrapped up my final term at Vancouver Film School, and this is my finished modeling reel. All visuals are my work unless specifically noted otherwise. Special thanks to my classmates for giving me ample opportunities to work on a variety of projects. It was an incredible learning experience, and a lot of fun.
If you like my reel, feel free to visit my site and see what else I've been working on:
http://www.ldsmith.info/
I am available for freelance and fulltime work, and I specialize in Modeling, Texturing, Shading, and Lighting.
I used Softimage XSI for the bulk of the modeling, Mental Ray for rendering, and a bit of Maya & 3dsmax as well. I did the final composite in Nuke, and assembled everything in After Effects. I modeled this environment and characters based on a painting by Daryl Mandryk. I was also involved (in varying capacities) with five other demo reels from my class, each making an appearance on my reel as well.
Here is a direct link to the video:
http://ldsmith.info/index.php?reel
And here are some stills for those who don't feel like watching:
I used ZBrush extensively on the humanoid character, using it to quickly design something that fit my concept art. The painting provided by Daryl didn't include any type of detail for the other character, just a basic silhouette, so I had to fill in a lot of blanks and ZBrush came in handy for that.
My basic workflow was to start with a very basic base-mesh with a nice even distribution of polygons. I sculpted the nude base to get an idea of the build and proportions I wanted to use, and then started masking out areas where I knew I wanted armor to go. From here I just extracted the masks as subobjects and just started playing with designs. Having these extractions as subtools was handy because if I didn't like something it was easy to just delete the subtool and extract a new shape. I used the Pinch, Flatten, and Clay brushes extensively for this process.
Once I was happy with the design, I retopo'd the sculpt, took it back into XSI to add extra edgeloops in areas where I needed nice sharp edges, brought it back into ZBrush, and then sculpted in my final surface details that I could bake into a normal map.
When it was time to get my model into a pose, I used transpose to avoid rigging him (since I didn't plan on animating him anyway).
I also used ZBrush for a large part of the texturing in my reel, though the characters were textured in BodyPaint 3D due to the need for layers. The TRex was done almost entirely in ZBrush, except for the base mesh.
Edit: My TRex made a cameo on local news! Here's the link (it's in the segment about district 9): http://www.globaltvbc.com/video/ind...S9wa_3huw M4RF


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