Archive for Art

Painted!

Posted in Design, General, Halloween, Horror, Masks, sculpting, Uncategorized with tags , , , , , , on February 25, 2017 by Jim St Ruth

So the finished mask came out well, though it was a little rough in places. My basic process is down now, and I know I just need to be a little more cautious when I’m filling the mould with foam. The mask was baked for 4.5 hrs in the end, and I left it to cool well before removing it.

Some pics of the airbrushing and a little stippling, though please note that this isn’t actually affixed to my face, and that there isn’t any makeup on my skin; so it hasn’t been blended in, and the opening around my eyes and mouth are clearly lose.

ZBrush Panel Loops: A Saviour For Vehicle Concepting in ZBrush?

Posted in 3D, Design, General, Pictures, science fiction, scifi, Tutorials, zbrush with tags , , , , , , , , on January 1, 2013 by Jim St Ruth

I’ve got to be honest, I love to work on concept vehicles in ZBrush. It’s easy, quick and gives an artist a huge amount of freedom to develop and change a model without getting bogged down in polygon edge flow, smoothing, creasing and… well, you get the point. It saves a lot of time and hassle, and allows you to produce some really nice work.

Being just as honest, though, I’d almost given up on it. The work is always high polygon, and I always want to take the work into Maya for extra detailing, texturing and rendering: extracting a door from the model, for example, but leaving the edges of the extracted pieces nice and smooth, but low enough in polygons to easily go in and extract edges for body panels around windows, or to have enough, low-resolution pieces to start extracting out the interior of the vehicle. ZBrush didn’t give me that, and drawing new topology over old pieces just left me frustrated and, occasionally, pretty depressed.

Pixologic released ZBrush 4.5 last week, though, and it introduced some cool new features. The most useful for me, that I’ve looked into so far, addressed a lot of the above concerns… and maybe saves me from frustration and hours that seem to produce no solutions.

Click on the image below for a rough guide to Panel Loops, from base sculpt to individual body panels, with nice edges, tight corners and useful geometry, all with a reasonably low polygon count.

ComptTest1JimStRuth2013