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Phoenix

Ola Bola Movie

Master Lighting for the movie Ola Bola

FOX Tv series 2091

Master Ligthing shots

Cowboy

Cowboy ZBrush

I tried to create a western old fashion guy
dressed in classical
clothes. I focused on creating
the gesture of the face
and the realistic
atittude

This Character was made 100% in ZBrush.

Few touch in PS.

Western Gorilla

Western Gorilla ZBrush

I took a lot of reference for the anatomy and hair, this Creature lives in tropical and subtropical forest in Africa.
Softs: ZBrush, Maya, Arnold, Nuke

Working on this portrait,

I ghatered a lot of photo references.
I’m looked to find a balance
between photo-realism and
a classical painting.
The hardest part of
the piece was the
expression.

Amazon Audible

Skin Sculpt, Lighting and Hair system for Amazon Audible

Bat Maya ZBrush: To create the Bat skin,

Bat Maya ZBrush

I modelled a few low-poly wrinkles,
then laid them on the body.
I projected the detail
onto a new mesh.
This method gave me a lot of control over the placement of
each wrinkle.

works as a freelance character artist, specialising in organic and hard-surface
modelling and texturing of characters for film, comercials and 3D prototyping

Shoehouse (W.I.P)

Maya Model Environment

Shoe House was modeled in Maya and Zbrsuh

This model was for a shor film purposes (Called “Red Princess Blues”). Inspired in a old work boot,

First of all I sculpted the boot in ZBrsuh due to the amount of wrinkles details and then most of all pieces was modeled in Maya

because they do not need a lost os detail.

Probably the roof was the most complicated part.

Finally the clay render was in Arnold.

 

Pigeon

Maya Hair system

 

Sony

Hard surface Model Maya Sony

I worked to create the
modules for this control one by one,
I create a hole for each button
generating quads to get the right mesh flow
The mesh components are especially
important as they are to become the
most relevant part of the control.

Elephant Skeleton

Maya Skeleton Elephant Creature

This is a skeletal model that I made in Maya for structural support of muscles for the elephant,

basically what I did was take several references of skeletons and know how they fit one over another for later use as support.

In this way I established the correct proportions for the final model.

Finally render in Arnold

Elephant

ZBrush Maya Creature Elephant

I’ve gathered I lot of reference for this model (Skeleton, muscles and fat skin -wrinkles-).

I’ve begun this model with a Skeleton in Maya to get the base structure form,

then I added a muscle anatomy trying to approach to the final volumen.

 

Following that I’ve “dynamesh” the model and increased its subdivision levels adding the first blocking of wrinkles and getting the right volumen in ankles and elbows.

After that I’ve back to Maya and started to do the retopology for the low poly model.

Following on I moved to the UVs in UVlayout, having done this I’ve back again to ZBrush were I did some more clay passes to get the right details and imperfections.

The most of the wrinkles (Head, Trunk, tail, elbows, knees) was made by hand.

For the textures I used polypaint and some layered texture for the tusk; the water was created with a displacement map and the grass was created with splines I’ve used XGen.

For the lighting process I’ve used four lights, a couple of those ligths are pointing back on his body to get the sun rays back to him.

The final composition was made between Nuke and Photoshop.

Finally This work was selected “Image of the week” by 3DArtist Magazine (Issue 75 – Page 20)

The Dancer

ZBrush Anatomy

The entire work done in Zbrush.
This is a study for bones, muscles and also gesture.
Initially started with dynamesh pose and then sculpted the details.
I always love to do the sculpt after pose which helps me lot in understand the human anatomy .
as a result of collected many other references to understand the pose.

Caveman

ZBrush Maya CGI CAVEMAN
This is a personal project.
inspired by portrait photography.
Also, one of the goal was to explore the skin shader in Arnold.
Sculpting (used polypaint) in zbrush;used Fibermesh for fur and sideburns.
finally used Arnold to render and composite in Photoshop.

Followed reference from gorillas.
Hope you all like it.
I will post very soon Here some backstage images

Toxic Flea

ZBrush Organic Creature

First of all In this personal job I’ve created my own and unique Flea.

I didn’t want to create the usual and know flea,
but instead I wanted it to look more creature with some attitude, and a rider.
I’ve started in ZBrush from scratch, I’ve used Zpheres to create the base mesh from which the rough model was created,
then using the Move and Claybuildup brushes with the symmetry on I’ve started to get basic proportions to obtain the shape I’ve wanted.
That was relatively easy,
Finally the amount of detail required an expensive period of time.

Cyborg

ZBrush Cyborg

I really like science fiction,
also the mix between humans and robots its by far one of my favorites genres,
thats why I made this Cyborg.
I’ve started by sketching the human anatomy in ZBrush.
Then moved to replace the more notorious bones and muscles like zygomatic’s minor and mayor, the jaw, etc.
of mechanicals pieces.
For the entire process I’ve used panel loops.
I’ve went to the Noisemaker – this is a really cool stuff to get some base textures –
finally for the lighting I used lightcap  (using the background as the light probe source) and as an environment some smoke.

Indian 1948

Maya 3D Organic Model Bike

This is an Indian 1948 model, I did the entire model in Maya; the textures were made in Photoshop and of course a metallic mental ray shader was used. I’ve also created Reflection, Specular and Glossines maps to control the effects of lights, for lighting I’ve used three lights, an HDRI and some white planes to be reflected and show the shapes, it’s basically a simple set up often used for this studio project. Finally, The scene was rendered in Mental Ray.

Anatomy Study

ZBrush Anatomy

The entire work done in Zbrush.
This is a study for bones and muscles
Initially started with dynamesh pose then sculpted the details.
I always love to do the sculpt after pose which helps me lot in understand the human anatomy .
collected many other references to understand the pose.

Clint

ZBrush Portrait Character

I’ve always thought that modelling a famous face it’s a real challenge for Modelers and Sculptors,
that’s why Clint came into my mind.
First of all I’ve begun to model a head in his primitive form – as a Skull –
so then I added a muscle anatomy trying to approach Clint’s face.
Following that I’ve “dynamesh” the model
and increased its subdivision levels adding details and imperfections.

I’ve painted all the “passes” by hand
since the reference I’ve gathered for the model was in black and white I’ve left the final image in the same grey scale.

For the lighting process I’ve used three lights,
one of those ligths pointing right on his face (as in the reference) disturbing his gaze.

Finally The hair was created in Maya Hair System and rendered in Mental Ray.

Metegol

Maya Arnold Lighting Metegol –

I’ve had the pleasure to work for three years in the long film called “Metegol”.
As part of the lighting team,
as a result we used a certain amount of lights to get the correct shapes for each character, set and props.

Characters had special attention.
In night-time sequences,
you can see rims, fills and of course key lights pointing directly to get the expression
and showing the shapes that we were looking for.

Also a certain amount of passes were used for the final composition
as direct and indirect diffuse, direct and indirect specular, shadows, occlusion, RGB mask, SSS, motionvector, N, P, Z etc.
As a result For render we used Arnold that gives this amazing final look.