Hi guys,
Here is a tiny update on the fat guy
Hi guys,
Here is a tiny update on the fat guy
Hi guys,
I have posed some of the characters I made back in 2007 for the Danish animation movie âSunshine Barry and the disco wormsâ. They were just collecting dust, so I thought I would do them justice
More to come soon!
These are GREAT!!! small_orange_diamondsmall_orange_diamondsmall_orange_diamondsmall_orange_diamond
Thanks, glad you like them
Iâve dug up some worms in my time but these are the sweetest :-)
Thanks Boozy
Hi guys,
Here is a model I did last year. He is a educationalâish character for a public Danish site
Here is Minna, a character I did for a movie pitch a couple of years back.
Hi guys,
Here are some of the models I made for Lego Chima some years back
Just very subtles tweak to this guy. His âfantasyâ proportions were the design frame I got. Then I had to fill in the rest with fat and a walrusâish texture and so on.
Hi guys,
I have made an updated more feral version of the Centigor. Been really fun to touch up older projects
For the fibermesh I have used the standard approach. Splitting the scalp into polygroups and having a bunch of main hair bundles to start out with. When I was done posing those, I split them again and so forth.
When working with fibermesh, I tend to use only âMove brushâ with fibermesh mask off, pinch brush to control the volume of the hair bundles and the tip of each bundle, and for last I use the smooth brush to smoothen out âcrookedâ hair strains. Though be careful when using it, as it removes volume to the actual hairstrain in the BPR render. If you guys know of a better way of smoothing a fibermesh curve without loosing volume in the BPR render, I would love hear from you. The reason why I dont use the âgroomâ brushes is because I think they âpopâ the hair strains in a way that makes them a bit uncontrolable. They very quickly gets jacked and weird in their form IMO. I might just be using them wrong hehe. Also if a solution for this is out there I would love to hear about it
Hi guys,
Here are some WIP poses of some of the characters I made for the Danish animation feature Albert. I also made the blendshapes for the characters.
As for Zbrush, I tend to start in maya and follow the modelsheet and block out the character shapes, then I export the meshes out to Zbrush, where I smooth and tweak.
When working on a feature, I prefer to present the characters in zbrush, because the design supervisor and director usually have some shape feedback they want to test out. I can very quickly go in and edit the model with them, and there after go back into maya and apply the changes.
As to the blenshape stage, I block out all of the shapes in Maya and later export out some of the facial shapes to zbrush, which need som polishing. There I can very quickly get the look I want, and transfer it back over to my shapes in maya.
Hi all,
Here is a WIP Iâm working on at the moment. There is long way to go yet, but its a pretty fun project
Nice work, Jimmy. Very clean.
Hi!! its really impressive. This Model looks quite accurate. Keep it up.
Hi Polyjunky and Dawlerento, thank you. I will keep working on it, and post some more during the week
Hi All,
Here is some vis dev I made for the Danish animated movie Albert.
Uau very cool man
Thanks Jhon
Loving the chubby folds on Baby Albert - sweetly played on all designs.
Having now seen the work created and passed by committee with consideration to âappealâ , Iâm most looking forward to seeing the work that pleases yourself