Sunday, August 11, 2013

FW: Got married with Zbrush.


Project: Larva
Stage: FW(Finished Work)
Target: learning of Zbrush software capabilities
Programs used: Zbrush, Photoshop
Completion time: 18h

Hello everyone, it's good to be back. After some great pause in 3d exploration I finnaly got some extra time to do my own stuff again.
I present to You Larva - the hidious creature from unknown planet. This work is nothing but test work to learn some cool stuff in Pixologic Zbrush software using "Zbrush starting guide" as learning material. So the larva (or to be exactly precise - snail) was the main object to sculpt from sphere.
So little bit about Zbrush itself - it is kinda fascinating program, becouse it is not full 3d as it seems at the beginning, but it is 2D / 2.5D and it uses Pixols. So mainly You can chop the hell out of any geometrical primitive, adding many tesseleration levels as Your machine can handle and sculpt like Michelangelo could only dream of. Sadly - as it apeared on Meshpaint phase, software has it's own powerfull capabilities, but they all are morphed somehow into, but as it is not real 3D, things like diffuse map, specular map etc. can be painted in other software. Yes You have some features that allow U mimic the effect, but it is not as linear as in full 3D software. But hey - after all Zbrush is famous for incredible sculpting - so I will use it mainly in this way, becouse there is pretty intresting things to explore, like practising anatomy and hard surface sculpting.
And some couple words more about this work - as it turned out - this is 3rd version of slug/snail. As it happens about a half year ago I started to gain knowledge in Zbrush, but then came new computer and the project since then have been lost. So saturday I finnaly started all over and this time it was serious, but as it happens, I lost even the second slug, becouse project was not saved and only few hours later, when I started my final slug model, Zbrush mistirious ways leaded me to the Quicksave folder, where I located 2nd slug - which You see in picture abowe named (concept). Yap, it was long way to get to the result, it even seemed that Zbrush didn't want me to learn it, maybe he was jealous that I was Mudbox guy before. =) But soon after happy ending came to me and I hope You enjoy this playfull anime-like, colorfull work of mine.

Friday, October 28, 2011

WIP: Vesalius - Gettin' under the skin.



For Your ease from this day I decided to group my posts givin'em a project names and stages like "WIP"(Work In Progress) and "FN" (Finished Work) projects. Also I will try to structure the text, so there gonna be less reading and more understanding.

Project: Vesalius
Stage: WIP(Work In Progress)
Target: deep exploration of human anatomy
Programs used: Maya, Mudbox, Photoshop

Just warm out of Mudbox comes my new creation - male head without skin. It may seem coincidence, that this weekend is Haloween and I came up with something like this, but the truth is - looking to my previous head model, that You may find in previous post, I decided, that I need to make a deeper exploration of anatomy of human. For that I chosed a old book, that I had for some 6 years called "Anatomy in dynamics" and in it's intro there is history short history of art, where as the godfather of Anatomy is mentioned Andreas Vesalius - so there came my projects name "Vesalius" - he is author of one of the most influential books on human anatomy, De humani corporis fabrica (On the Structure of the Human Body). More of him You cand find here http://en.wikipedia.org/wiki/Andreas_Vesalius
So I decided to go thru my book and put my new knowladge on a paper, but as 2D drawing for me is kind a routine i chosed to draw directly in 3D space using Mudbox again.
So - till today, I got thru pages with facial, head and neck proprotions/anatomy as well - so here is the results I came up with.
May it won't scear You so much as poore Freddie Cruger did in your childhood days, I hope You enjoy it and Happy Halloween!

Thursday, October 27, 2011

Refreshing organic modeling skills



For those last couple of days I started to refresh my knowladge of organic modeling. The target was to model as realistic male head as possible using Mudbox and some knowladge of anatomy. So thru 2 days my "baby" morphed from template polygonal head to something intresting (how much it has from real head I leave to Your consideration). For me was intresting to watch, how the primitivnes of forms gained something ethicaly and esteticaly valued. I was wondering, how far I can push one characters head, where is the borders of my skill for now, and answer came after 2 days of work, when the allready satisfying model started to morph into some other person.

Finalising:
The main target was achieved in 2 days.
Got new skills in workflow with Mudbox.

New cgallanges:
Make realistic eyeball model with textures for character eyes.
Explore texture painting in Mudbox.
Explore workflow Mudbox-Maya-Mudbox.
Explore SSS shader for skin shading using VRay renderer in Maya.
Make new head model template for animation.

Working in mudbox was fun.

Wednesday, October 26, 2011

Wellcome to my new Blog page.



Hello and wellcome!
The blog name itself describes target of why this blog is writen.
As further in "History of my work experience" you may read, I've been experienced in 3D for 5 years (2001 - 2005), but from that time I've changed my way from 3D artist and for last 6 years I've been working as technical architect/3D visualisation artist, that contained works that You may see here oscarini.cgsociety.org
For various reasons of living I changed "chainsaw" to "handsaw" - in another words I bartered 3D mechanic/organic modeling, rigging, animation and rendering for 2D technical drawing, 3D architectual modeling and rendering.
There is a quote - "Never turn down on pursuing Your dreams" - and thru time I felt, that this kind of work don't bring me moral satisfaction, that I can produce more than just architectural work, that I had lost on my way to my dream. The dream itself is to get place in some secret (later will reveal this one) company - in cinematic departament and later on become a director of it and looking in perspective - I want to open my own animation company.
So the dicision have been made and I set course Back to 3D to gain old skills and get new ones.
Since today - for Your entertainment - I will put all my new 3d work here.
Comments and critique are wellcome.
If You are still readin' this - You got my respect. ;)

History of my work experience:
Worked as junior game artist 2001-2003 (hi and low poly modeling / texturing / rigging / animation)
As 3d artist in animation studio 2003-2005 (hi and low poly modeling / texturing / rigging / animation)
As technical architect and 3d visualisation artist in architect bureau 2005-2010 (interior / exterior modeling, texturing, rendering supervisor)

Skills:
High and low poly modeling, texturing, rigging, keyframe animation, VRay rendering, basic composing skills. Real life photography knowladge.

Software knowladge: 
Maya, Photoshop, ArchiCAD, CorelDRAW, 3DsMAX, MudBox, Lightroom.

Education:
Bachelor degree in computer arts at Baltic International Academy.