Picking up an old project in my spare time...Texture and modeling are both WIP.
After Gathering reference, I blocked out the skull in Oculus Medium. You can see a short timelapse of this process here:
Once the primary forms were blocked out, I started to add rudimentary details to the skull as shown here:
Next, I exported the skull to Zbrush, where I did a quick Zremesh, UV master, projection and surface Noise treatment. Here is what the skull looked like at the end of that process:
Next, I dropped the new geometry off to Substance Painter, where I did a quick texture bake, and added some bone-line materials to make skull feel older. From there, I dropped the low-res model and textures in to Marmoset Tool bag where I lit and did the final shading for this study. Here is a turntable from marmoset:
Finally, I exported a GTTF file from Marmoset Toolbag to import in to my Oculus home. This method allows for an export of the model and textures at a reasonable resolution for real-time display in your Oculus Home.
A method for utilizing 2D or 3D material in Oculus Medium (or any Oculus Application!). Thanks to Sasha Menscikova and Natasha Murray for showing me this! Follow them at: instagram.com/sasha.me_/ and instagram.com/natasham911/
A tutorial showing one way to approach theatrical lighting in Marmoset tool bag. Each video is a minute or less, and the entire setup can be done in about 10 minutes. You can use these exact steps in a lot of different programs, but since I used Marmoset for this project, it's what I made the tutorial in. Thanks for checking it out...
Look Dev testing for the skin. Trying different lighting scenarios and distances from camera to make sure things are reading well. Sculpted in Zbrush, retopoed/UVed in Maya, textured in Substance and lit in Marmoset Toolbag. Very much WIP. Music from Big Daddy Kane's Tiny Desk from youtube.
Years ago, I cut together clips from interviews with artists I admired. I like to listen to this from time to time. Figured I'd share it here.
Next month, I'm doing a demonstration at the Rochester Institute of Technology. I'm going to be demonstrating a process for blocking out creatures in Zbrush and taking them through to a production ready game mesh with textures in substance painter. I'll be dumping process videops here. Here are the first two:
More old tutorials for a Substance Painter and Marmoset Workflow for a project we did in class. The first video is about setting up a mini pipeline, and the second video is about painting, material development and iteration.
Recently a contact here on Artstation checked out my old topology videos, and he wanted to know if I had any UV videos for Maya. These videos are from last year for a class I taught at the School of Visual Arts where we designed/modeled and textured characters using Photoshop, Maya, Zbrush, Substance Painter, and Marmoset Toolbag:
Added some stuff to the VR gallery. Cool to see things like this that I have mostly only ever seen digital.