Monday, February 17, 2025

Hard Surfaced Modeling Part 02

 




For this submission, I've been constructing the clothes in Marvelous Designer. I've also set up my GoZ addon within Zbrush so that I can work in Blender and Zbrush seamlessly. All my assets are quads, so I'm going to be working with a subD workflow in Zbrush, which will hopefully allow me to keep a visually clean sculpt. After I do some wear & tear, I'll begin retopology.

Artist Statement

    Art has always been a straightforward process for me. I think of something cool, and I make it. There is no need for overcomplicated philosophy or contrived meaning, just the pure joy of turning a concept into something real. I am drawn to the challenge of giving form to concepts, taking an idea that exists only on paper and transforming it into a tangible three dimensional object. That shift from concept to creation is what fuels my passion for creating.

    Art is also a puzzle, as much about problem solving as it is about creativity. Every model presents a challenge, figuring out how to refine an idea into something that is both visually interesting and efficient. I am always striving to balance form and function, constantly asking myself what is the best way to construct this and how I can maximize visual fidelity while minimizing excess. The process of optimizing a piece, stripping it down to its most effective version, is very rewarding.

    This problem solving aspect keeps me engaged. An idea may seem perfect in theory or on a two dimensional page as a concept, but translating it into three dimensions often requires adjustments. I love the process of iteration, testing, tweaking, and refining until everything clicks into place. 

    There is something deeply fulfilling about that process, the act of making, of solving problems, of watching an idea take on its own presence. At the end of the day, my art is driven by a simple but powerful force. I create because it feels right, because it excites me, and because some ideas demand to exist. To me, there is no better feeling to take a step back, look at my work, and tell myself that I made that.

Monday, February 3, 2025

Head Creation - Final

 


I spent too long opening the mouth. I only really got the flats in and I need to do the eyes so they're just a sphere instead of indented. A lot more work is required since the style we're going for requires dark accent lines and tertiary colors. He also needs teeth.



His mouth can close :)

Lighting Workshop Module #4

 








Module 4 - Pilot Character Part 1

  Schedule  Week 1 - Blockout Stage 4/5/2025 - Body proportions and hard-surfaced items blocked out. References collected. Week 2 - Hardsurf...