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If any of you are familiar with my other website unearthedart.com this is basically an extension of that. I'll be posting updates of my recent personal and professional work here from time to time. Stay tuned...

Showing posts with label nude. Show all posts
Showing posts with label nude. Show all posts

Thursday, 2 January 2014

The Curse of the Bride of Dracula...


...okay, so it's not the most original name, but that's partly the point as I originally wanted this image to hark back to some of the old Hammer vampire films from the 60's and 70's that I love so much.

She is the third in my series of Living Dead Girl characters - I'm planning on making more. When I originally started working on this image (way back) I wanted to create something that had a classic vampire feel to it. Part of it has turned out as I envisioned it and other parts developed more organically during the creation process. There is a lot that could be improved upon but I had to let go at some point otherwise it would never be finished. I'll take what I've learned from this experience, and it's been a lot I must say, and apply that to any future projects.

The final 3000 x 1500 image took around 84 hours to render. I'll possibly create an actual making of sometime in the nearish future, but in the meantime I've created a breakdown (below the finished image).

Until next time...

G

PS. I hope that you all have had a great Christmas and that you all have a fantastic New Year!!

Monday, 22 October 2012

More cloth...

Nothing too new - one with lace trimmings and one without. Mostly just some adjustments to the placement of the cloth - mostly how it covers the breasts more now. Though I'm not so happy about the way the cloth interacts with the nipples (it's more visible in the version without the lace). So I'll probably adjust that a bit.

It's still using a basic shader with a few tweaks which looks better than the shader from my previous post. The lace is also pretty flat at the moment as it has no bump applied. I'll still be playing with the shaders later on. There are still no textures aside from the lace and a rough bump material for over all coverage. This will change once I've sorted out the UV's etc.

G

Friday, 19 October 2012

Dressing her up...


I wasn't going to post this because the robe/cloth is still a very early work in progress, but I thought that I need to post something.

Anyway, just a quick render of where this character is heading; sans hair (I'll probably end up redoing more of the hair (that I posted earlier) than I intended as my idea or using morph targets with Hair-Farm didn't quite go as planned unfortunately).

The cloth still needs a lot of work:
- The way it's draped needs some attention as well as I want less of her breasts exposed
- I still need to add in seams, etc.
- The shader is also very temporary and there isn't a texture yet so that'll need addressing soon. I'll probably be adding lace trimming and some other delicate stuff.

I like where the lighting is heading as well - obviously it's just a quick test (her right eye looks rather weird at the moment). I still need to start working on the environment (here I come Maya). I've also created a small accessory for her, but will add that in at a later stage.

All that and some extra gooeyness...

G

Friday, 5 October 2012

Posing

It's all been going a bit too slow as I've been stuck in a bit of a rut and have also been a bit lazy. Anyway.... I've finished the ZSphere posing and now I'm cleaning up the pose deformation and getting the muscle definition sorted out to match the pose. I've just started on her upper torso. Once that cleaning up is done, it's on to the expression. Shouldn't take too much time to get that all done then I can start setting up the final scene. I've also been testing some VRay shaders, but more on that later.

I'm also about halfway with the clothing. I'll post some updates on that soon.

G

Saturday, 22 September 2012

Rigging and Posing with ZSpheres.

I've really been been enjoying the freedom and ease that ZBrush's ZSpeheres offer for rigging and posing. I always used to have to painstakingly set up the skinning and posing using Max's biped and Character Studio, which would take ages to do and never really gave me great results (probably because I'm not a character rigger).

I find this works so much more easily and not to mention quickly for what I need. It took roughly 10-15 minutes to create this rig, and the best part is that it skins the character on the fly. It works incredibly well; even really hard areas to rig and manipulate like the shoulder areas are no problem - the arms rotate upwards and the mesh deforms with no problem.

There are still a few areas to pose and tweak: the hands and fingers haven't been touched yet and I might still tweak a few other areas. Once the ZSphere posing is done, I'll do a bit of clean-up sculpting to areas where the muscles have deformed and shifted and then also give the her an expression of some kind.

G

Tuesday, 11 September 2012

She's hairy...



I started working on the hair a couple of weeks ago. I decided to splash out and buy Hair farm which I'm really happy with. The only real downside for me at the moment is that it doesn't fully support V-Ray (yet).  You can still render the hair with V-Ray but you need to use Max's default lights for the hair to render correctly. These images were rendered using a combination of Max's omni light's and V-Ray lights.

I'm pretty happy with the results so far. It's taken a reasonable amount of experimentation with modelling the hair to get the results that I want, but now that I (think I) know what's going on it should be pretty straight forward for any other hair that I do.


This is by no means the final hair as I'll have to change it to accommodate the final posed figure and garments. I'll quite possibly be changing the colour of the hair as well as tweaking the final hair shaders.


(These images are also a week or two old.)

More to come...

G

Thursday, 9 August 2012

More render tests...


I posted these to my deviantArt account a few days ago -  thought I should share them here as well.

Another one of many test renders that I've been doing (I'm enjoying V-Ray). The image on the right is rendered with GI and 2 lights (+ one for the eye highlight). The one on the left is the same but with no GI. Neither are using V-Ray Environment.


I'm mostly done with the sculpting (still might tweak one or two things here and there) and texturing - the bump map still has one or two areas that are inverted (the eyebrows which will be removed when I do the grooming and one or two moles, etc.).

I should be starting the hair and clothing for her soon, meaning that she'll actually start to look like a character.

G

Monday, 9 July 2012

Some new character stuff...

I have just finished a couple of months freelance work on some characters for a game trailer cinematic, so now I'm officially back to some of my own work for a bit.

This is what I started working on a while before I started the above mentioned work. Nothing too exciting, just a standard base nude figure for a character I'm working on (more on her at a later date). The nice thing about doing this base figure is, I can use her for multiple characters just by making a few model changes and texture tweaks, which will allow me to focus on the character. She's not going to be a real-time character either.

(edit: I have just realised that this base mesh was derived from an older model made a couple of years back that was never finished.  I've essentially adjusted a lot of the anatomy and proportions - I think I've also added in some extra topological detail as well. Looking back at that old one it's really quite bad and I think this one is quite an improvement over that... hopefully...)


The texture work is about 98% done - just a few small touch-ups here and there. At the moment I've got one 8K (8192x8192) texture for the skin and one 4K (4096x4096) texture for the eyes. I've left her eyebrows in for now as a guide for when I get to do the grooming of the hair later on.

As far as the sculpting goes, I'm only 3 subdivisions in as I'm still just fleshing out the shapes of the muscles and proportions, etc. She'll most likely be a lot less toned than she is now, so I'll be smoothing those muscles down a bit when I move on to higher subdivisions.

Hopefully I'll have more updates on the actual character soon...

G

Saturday, 2 April 2011

More drawing...

Another drawing from last weekend, I changed the hair today as she originally had a messy bob.

In other news: I'm busy baking the textures for my Punk Girl onto one large texture sheet and getting ready to play with some shaders for lighting.

More to follow...

G

Sunday, 27 March 2011

A few more scribbles over the past week.






Okay... some more drawings... close yer eyes if boobies and groin fluff offend you... too late ^__^

Photo ref was used for the base poses.

G

Sunday, 20 March 2011

Some more Photoshop nudes

Just a couple of quick drawings done in Photoshop using some photo reference for the pose of the first one. The second one was sort of a loose copy of a photo.

I've really been enjoying drawing again lately. I think I'll be doing loads more of these in between doing my 3D (yes, I'm doing 3D). I'm still getting the hang of drawing again (in Photoshop) and developing a bit of a style in the process. That and having fun.

Punk Girl to follow soon...

G

Saturday, 5 March 2011

A nude sketch.

Did another quick sketch in Photoshop on my day off yesterday. Used some photo ref. Nothing much else to say. There are some proportional issues, but tough.

In other news: I should be posting an update on my Punk Girl soon.

G

Tuesday, 28 December 2010

Painting nudes...

It's been a while I know, between sorting out some tattoos for my Punk Girl and planning multiple new 3D characters, I've been getting back into some Photoshop painting again. I want to try get quite a few of these "quick" studies done. I really enjoy doing these and they do go reasonably quick... well quick in comparison to a 3D character of mine that is. Not sure if I'll add them to Unearthedart or not.

I used a photo as ref for this one. Just as a base for the main figure, expression, etc.

G

edit: I fixed up her right breast as the nipple was bothering me.

Saturday, 5 June 2010

Female base head close-up and tweaks....

I just thought that I would post a close up view of the head. I made a few tweaks to the shape of the head and face.

More to come later.

G

Friday, 4 June 2010

Anatomy tweaking

I've been working on all three of my current projects at the moment: Girl Bust, Punk Girl, and this my Female Base model. Nothing much to see here really, just some minor anatomy tweaks (again) before I move on to the next sub-div level (still on 3). I've scaled up her head a bit, along with a few other adjustments.

I'll post updates on the others over the weekend I think...

'til then.

G

Thursday, 20 May 2010

A small bit of work

I've been working on my base model on and off. She's still only on sub-division three, which would actually be sub-division 4 as my base mesh is more detailed than usual (see the wireframe here). I'm sticking to this level of detail for now until I have most of what's needed before sub-dividing her more.

I've also been working on my Punk Girl on and off. I need to swap out the old mesh with the new retopologised mesh in ZBrush so that I can bake the normal maps. I've been doing some tests by bringing the new retopologised  mesh into Zbrush, but I'm getting spiking which sucks ass (strangely enough I never had this problem with my female base mesh when I tweaked the mesh's topology and brought it back into Zbrush). I also tried re-projecting instead, setting the PA Blur to 8 as suggested, but that didn't help too much - still getting weird spikes in the ears, eyes and mouth areas. If it becomes too painful I might just bake the normals in xNormal.

Edit: For some reason the hand thumbnail seems to be a different colour to what it is meant to be?!?

G

Tuesday, 4 May 2010

Polygroups

I haven't done too much work on her since my last update - I've just been refining some areas and concentrating on the base forms. I've only used  3 levels of subdivision so far, that also being partly due to my lowest subdivision being a bit higher poly this time around.

I've also decided to use polygroups for this mesh, I know they are nothing new but they make editing tricky areas like the fingers and toes far easier.

I should hopefully be starting something new soon as well. Whether or not it's with this female mesh or not I'll have to see. I'm also hoping to carry on working on my punk girl...

G

Sunday, 2 May 2010

New female base model

I  started a fresh base female nude model a couple of weeks back. I know I've made a few in the past but I wanted to correct some topology and add in some mesh detail to the base model before sculpting (ear, finger nail and toe nail detail). Doing this will also eliminate the need to go back and retopologise once I'm done. I've decided to go with a slightly higher detail base mesh, rather than the low poly one's that I have used in the past - I initially used the base mesh from one of my last base models and added in all the extra detail.

I also decided to give UVLayout a go. It's pretty good but takes a bit of getting used to the old school interface. However, there are loads of tutorial videos on the author's website. Just dig a bit and you'll find them.

I'll hopefully start building a character around her soon. Just not too sure what yet... hmm.

G