Tuesday, July 1, 2014

Experiment 64.

Short movie feature finally is finished. I was responsible for all sculpting/modeling, texturing and hair grooming process. We had a lot of fun doing it. So I hope you enjoy it...

Experiment 64 from Eugene Gittsigrat on Vimeo.

Saturday, June 28, 2014

Wa'aon lookDev. Final

Finally, I've finished next character. I'm still not happy by certain areas, but infinite time can be spend to reach perfectness... especially rendering on my old pc. The main goal was to create character mixing africans themes, such as bulls and native warriors...



Shots from looookDev process wich are seem interesting to me:



Some wires for preview:


Tuesday, June 10, 2014

Wa'aon lookDev. Part#4.

First try on skin sss. Don't like it at all except leather and eyes. Another "happy" chance to make many iterations, hmmm... Hate rendering :)


Wednesday, May 28, 2014

Expirement 64. Cube

Environment for short feature. I've done desing, modeling, sculpting and texturing of high-tech indoor and outdoor object at the same time. One day for modeling, second - for uving, third for all textures. Lazy timings... Mari and Zbrush are always make my life easier to live :)))








Expirement 64. Mouse

"Expirement 64" - short feature about a mouse with extraordinary skills. I make it with a small group of my talanted friends in my spare time. I do all modeling/texturing/sculpting and hair grooming part of the job. I hope it'll be finished in a couple of weeks. Moreover some images...=))

How looks main character after gathering all the data into one place. LookDev by Aleksandr Sknarin.


My model and some poses:


Muscles and Skeleton:


Texture channels, masks and so on for lookDev:






Sunday, May 25, 2014

Wa'aon lookDev. Part#3.

Made a few materials, fixing hair systems. Still a lot to do with deficiency of time...

Saturday, May 24, 2014

Wa'aon lookDev. Part#2.

Painted goat's eyes textures from human ones :)) and made lookdev for them, tricky a bit to set up as always. Teeth and Eyes are +10 for character identity in my opinion; enjoy to map these things at first step. Setting up custom camera views and lenses.


Tuesday, May 13, 2014

Wa'aon lookDev. Part#1.

Making slow steps over lookDev my last personal project. Texturing, lighting, shading, hair grooming, painting supporting masks, which helps separate lighting and shaders. Pretty satisfied with current result, but unfortunately do not have enough time to finish it quickly.


Tuesday, April 15, 2014

Wa'aon. PaintOver.

Lighting, textures, composition and so on. PaintOver - it's nice and clever way planning after which you know exactly what way you do want to go. I did 6 variations but I'll show only these, other 4 - is epic fail )) I think... first one is going on finalizing texturing, grooming and rendering.




Work name - "Wa'aon"

Combine entities of human warrior and buffalo animal from amazing African continent. The project started about a month ago, main goal was to made everything within modo and to found some new approaches to my "mayan" past and present life. Project ended as usually with death of my RAM memory in ZB...  :))) I wanted to made some more detailes but... there is always hardware limits.



Additional character views:


Composition

Working on render composition. Already reworked head detailes and found closeUp shots more interesting.
So... time to move on grooming and lighting.


Light & muscles. Test

Try to find some workflow according to different render engines to minimize time for rendering stills...



Saturday, February 8, 2014

Survival

Actually, I've seen recently a NatGeo about wolfs and their wild life. After such magnificient material from NatGeo is really a crime not to create something correlative. And, of course... my personal works is always mirroring my emotional side that layed on what I've seen or feel recently.






Saturday, January 25, 2014

Russian military prototype.

Play a bit with hardSurface in ZB. Actually, I want to do a whole figure of military Russian robot prototype.
But over 300 subtools it was difficult to manage them. And I've been fighting with that management until my subtools jump over 500. After that number it's almost impossible to be fluent in workflow. Pixologic definitely needs to implement something like folders, selection sets or subtool manager. 







Saturday, December 14, 2013

Caucasus Eagle.

I had a chance to make an eagle. I really love organic so much... Model and textures were made for middle and far views. Because of that all feathers - are polys.



Airbus A319. Aeroflot.

Modeling and texturing A319 Airbus with russian Aeroflot paint scheme. And couple tests of mine with geo, simple lighting and textures. For "Courier From Heaven" movie shots.