Goblin WIP update...

General / 12 October 2019

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. 


An old video I cut together

General / 02 October 2019

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.


Goblin Demo

General / 28 September 2019

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...

General / 02 May 2019

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. 



Basic Maya UV layout and Substance Painter tutorials

General / 25 April 2019

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:




Finished VR Gallery:

General / 03 April 2019

Added some stuff to the VR gallery.  Cool to see things like this that I have mostly only ever seen digital.


Fast Retopo in Maya Tutorial

General / 05 January 2019

There are lots of things about creating characters for games and film that are creative and fun, retopology is usually not one of them.  So, when I have to retopo, I try to make things go as quickly as possible.  

For me, retopo is more simple when I think about it in two stages 

1: Edge-flow first.

2: density and distribution of topology second. 

 I've found this really speeds things up when I separate these two ideas.  

Below are some videos to show how I go about retopo in Maya.  The base topology was retopoed in under 3 hours, and this shows the whole process from start to finish.  Hopefully it helps atleast one person out there struggling with this technical nonsense.  

The model I am using as a base for this tutorial is by Nick Zuccarello, and ships with Zbrush.  You can check out Nick's amazing work on his instagram here:  


Quick disclaimer -- this is the way I best know how to deal with this process today.  I may know better ways to accomplish things tomorrow.  So this is by no means the "right" way to do things, but it's a way the currently works well for me.  If you have better ideas about how to approach this stuff, please share, as I have shared with you.  :-)   Be well.

More Coming Soon...