Zbrush sketches for a Sketchbook article for the upcoming June 2014 Issue of the 3D Creative Magazine
Tutorial commissioned by 3DArtist Magazine.
You can read the tutorial in the Issue #44 of the 3DArtist Magazine.
Video tutorial done for Digital Tutors’ Creative Development Series focused on sculpting a digital maquette.
Here you have what will be covered in the tutorial:
“We are going to use Zbrush to create a Digital Maquette from start to finish,we will first use zbrush powerfull dynamesh as a concepting tool to explore our ideas and to create a base for our character, we will then go into the sculpting process of defining primary forms and character’s structure, secondary forms and muscle volumes and finally we will detailing our sculpt using custom brushes and alphas to create a realistic skin details.
We will then use Fibermesh to create the fur and add realism as well as create some very realistic lighting using HDRI and Lightcap in order to render the passes used for the final illustration.”
Here you could find the tutorial:
Software used: ZBrush
Game character did during the course at CGSociety held by Katon Callaway (God of war III) on creating high-end fantasy game characters. 10800 tris, 2x 2048 maps diffuse, spec, gloss, normal.
Based on a concept by Bjorn Hurri.
Software used: Maya, Zbrush, Photoshop, XNormal, Marmoset Toolbag.
Software used: Zbrush
Sculpt commissioned for an article on sculpting a Phoenix and focusing on the sculpting of fiery feathers.
The article has been published in the 3D Artist Magazine, issue#26 March 2011.
http://www.youtube.com/watch?v=JCTfkxkdxP4
Watch it in HD!
Project done in collaboration with Drawlight Studio for a 3D Stereoscopic presentation.
I was in charge to recreate the 3d model of the famous painting “Autumn” by Arcimboldo; texturing, shading and stereo render done by Drawlight.
It was a great project, thanks to the whole team for the great result in a such tight deadline!
Software used: Maya, Zbrush.
Horse anatomy study, it’s part of a bigger personal project I’m working on.
Software used: Maya, Zbrush, Mental Ray.
Skilltest done for a character artist position at Naughty Dog. It’s a personal interpretation of their character Eddy Raja from Uncharted. I followed their spec about polycount and the end bust is around 16k tris because of a very detailed facial topology. I created one 2048 map for diffuse, specular, ambient occlusion and normal map. All the textures are hand painted with custom brushes, no photo source has been used. Rendered in realtime inside Marmoset Toolbag.
Software used: Maya, Zbrush, XNormal, Photoshop, Marmoset Toolbag.
Illustration done for an article on creature design and development for the November 2010 Issue #63 of the 3D Creative Magazine.
I was aked to design from scratch a monster given an habitat, the sewer in my case. I did a lot of researches about the environment and the features of the animals that live on this habitat and then I developed a belivable creature based on my studies.
I was lucky enough to get featured on the upcoming Digital Art Masters Vol.6 published by 3D Total Publishing with a full article on the making of for this monster; they just sent me a mail announcing they are producing a set of playing cards based on the book and the first 200 people to pre order the book will receive a pack of these cards for free, very cool! It’s a very nice surprise, honored to be part of this book!
Here is the official link to pre order the book:
http://shop.3dtotal.com/books/digital-art-masters/digital-art-masters-volume-6.html
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The image “Sewer Dwelling Monster” has been selected to be part of the upcoming “Exotique 6″ book published by Ballistic Publishing! It’s a big honor for me to be featured once again in one of the most important publication of the CG industry; here you have a book preview:
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Award:
CgHub.com Editor’s Pick
Daily Deviation on Deviantart.com
CG Gallery Picture Selection on itsartmag.com
Software used: Maya, Zbrush, Mental Ray, Photoshop.
Model done for a private client for rapid prototyping; the final model will be 30cm tall.
The project was very interesting since I had to reconstruct the princess’ bust with very few references collected in internet; the result is a mix of accurate research on different pictures, statues and paintings.
Software used: Zbrush, 3ds Max, Vray, Photoshop.