Friday, December 19, 2014

Dota Karma

Fan art Dedicated to Dota Cinema 

My friend Ali AlKhiro was the one who provided the hilarious concept.



Thursday, December 18, 2014

Progression as an artist


I graduated out of my course last year
had a lot of confedance but turned out that I still need so much more to reach what I thought I was already there, and than I hit rock buttom.

2014 was a year that I can't and won't forget, the year that I tried everything, drawing nude, drawing erotic stuff, drawing graphical illustration, story boarding for a client, doing game art and again lots and lots of practice, Value study was very helpful but the most helpful was drawing what i see in simple strokes, not caring or being afraid just throwing a line, did it until people thought I was tracing em.
all of these things has came to a result of being a better observer, to be an good artist you need observation, attention to details, which brings a drawing to life, not just small details but details in motion, details in forms and details in values.

this year I progressed, this year I have done so much and hopefully next year, will Triple it...

am thankful for all the ones who helped me from Mr. Danial Mervenne a Client and a friend, his Project Jables Creed has helped alot improving my skill.

My friend Ali Al-khiro with our game project and his demanding request helped me grow and an artist and do my best to listen to detailed feedback and have more attention to details.

and my friend and mentor Mike Parent from Brash monkey who helped me being a better observer ( shout out for their Spriter 1.0 release! woot! )

all of my friends from Hangout Hub Helped me with technical knowledge and inspired me to do more.

last but not least my lovely family :) 

too all young artists out there who feel furstrated with not progressing fast, it takes time, I know by experince, I was there in your position, I know how it feels, but progression will come. :) 

stay healthy, workout, and practice your skills, practice makes perfection.

Thank you all!

Merry Christmas and Happy 2015

Update: something to add, yesterday I got tears in my eyes to know that I inspired creating a Game Developement community in Baguio city, just because I do what I do... 

Baguio Indie Games ( B.I.G ) 
am glad that I inspired you but mostly thank you for inspiring me to do more
shout out to ( Alex Valdiz ) the founder of B.I.G

Sunday, December 14, 2014

Tuesday, November 25, 2014

projection testing

Couldn't sleep properly yesterday thinking of work and ended up testing the zbrush sculpt to lowpoly







Friday, November 21, 2014

Cable, Marvel, Zbrush Sculpt

So! started yesterday afternoon and finished this morning! lots of fun lots of work, Cable from the Xforce.



















to retopo!

Thursday, November 20, 2014

Rick Tylor Splatter House Finished Model ( Zbrush, Blender )

SO!!!Finally finished Rick's Model, after I finished Retopo in zbrush I took the model to Blender for attaching the pieces ( as  we said before its better to retopo piece by piece ) and UV unwrap as well.

took it back to Zbrush Projected the Details and exported the maps! and thought I was done! but a horrible thing have happened! check here for the Full story Lunch Crunch if you don't want to check, just remember to put the normal map on tangant space and when you save any map, check if its 8 Channels and not 16! okay!?

so! after Solving all the problems Finally finished that Bad ass! still some retouching needed to be done here and there, but I can call this final.



 

 

Tuesday, November 18, 2014

Render testing ( Blender ) Modeling and projection maps ( Zbrush )

so after 5 days of suffering with the technical stuff I finally made it !.
Complete Zbrush workflow 

Sculpting a highpoly model 
Retopo with Zsphere
High poly to Lowpoly Projection
and Maps ( normal, displacement and AO ) generating
all inside Zbrush
Render testing (Blender)

notes:
1-In retopo, breaking the mesh into parts will make things a lot much more easier, if the whole character is a single mesh you will make few mistakes and it will start getting furstrating.

2- retopo as close as possible to the original mesh for more effeciant projection.

3- Save your work damn it! you can Save it as a Ztool and won't face any issues when you get back to work on it, just don't panic when you can't edit it and remember to click on Edit topology to be able to do so.

4- Remember to flip the texture vertically after exporting from Zbrush, I don't know why but Zbrush flips it.

5- Never Give Up, Nothing is impossiburu.

6- Yes Zbrush can do it all now, no need to jump from one software to another.


a very useful link for poly count in games polycount in games

Sunday, November 16, 2014

Saturday, November 15, 2014

Spriter 1.0 is on STEAM!

http://store.steampowered.com/app/332360/

The new ultimate tool for 2D game animation is finally out in its full power 1.0! yeah!!!!! and on steam baby!


Sunday, November 9, 2014

SplatterHouse Rick Taylor Zbrush

Okay so! for the past 4 days, I have been putting around 3 to 4 hours of work time into a new Zbrush piece and results are showing, here is some of the work process and hopefully will finish this project before the end of the month.

One of my ultra favorite game characters Rick Taylor from Splatterhouse


  
 








More to come, I hope you enjoyed this so far, good day.









Monday, October 6, 2014

Jables Creed Teaser Trailer

This is a Teaser Trailer ( mock ) of what might the movie look like, story board, illustration and animation and sound designed by me, writing and music is by Danial (Dan) Mervenne.

support and share, we need funding to make an actual live movie happen!.

visit his page Jables Creed facebook page
and his website Jables Creed