Thursday, 16 December 2010
10_Vexgnaw WIP
A quick texture test before I go to bed. Will probably use this as a foundation to play with polypaint features. (Spec's ramped a little high..)
Thursday, 28 October 2010
Long awaited update
Since starting as a texture artist at Dinamo productions I've been way busier outside of work than I ever could have predicted. Keeping a constant effort to work on my portfolio seems like a loosing battle but its probably my own fault for choosing such an ambitious project to complete. -_-
I haven't had time to work on Vexgnaw for a few weeks now so I'm officially putting him on pause until I have a a decent stretch of time to properly commit to him. Don't worry, I'm sure as hell not giving up on him!
Here's as far as I got :
I'm quite happy with the result so far, hopefully textures will truly make him come to life (looking forward to that bit.)
As for the time being I've decided to take what I've learnt making Vexgnaw and apply it to a fresh new project. So far I've just had time to block out a rough head base mesh. I'll be following information from Scott Spencer's "ZBrush Digital Sculpting Human Anatomy" book. I'm currently using his heroic character model as a guide for my base mesh but wont be using Zbrush for the detailing =O. I'm also attempting to model by dragging out faces rather than subdividing from a box. Experimenting with topology... sad to admit but I'm finding it rather therapeutic. Here's the head I created:
I'm happy with the majority of it but do feel like there could be more Polys shaping the side of the nose, probably something I'll look in to after finishing the rest of the body.
I'll post an update of my progress asap. All comments/advise are welcome =) (currently fighting with the torso and arms.. mostly arms.)
I haven't had time to work on Vexgnaw for a few weeks now so I'm officially putting him on pause until I have a a decent stretch of time to properly commit to him. Don't worry, I'm sure as hell not giving up on him!
Here's as far as I got :
I'm quite happy with the result so far, hopefully textures will truly make him come to life (looking forward to that bit.)
As for the time being I've decided to take what I've learnt making Vexgnaw and apply it to a fresh new project. So far I've just had time to block out a rough head base mesh. I'll be following information from Scott Spencer's "ZBrush Digital Sculpting Human Anatomy" book. I'm currently using his heroic character model as a guide for my base mesh but wont be using Zbrush for the detailing =O. I'm also attempting to model by dragging out faces rather than subdividing from a box. Experimenting with topology... sad to admit but I'm finding it rather therapeutic. Here's the head I created:
I'm happy with the majority of it but do feel like there could be more Polys shaping the side of the nose, probably something I'll look in to after finishing the rest of the body.
I'll post an update of my progress asap. All comments/advise are welcome =) (currently fighting with the torso and arms.. mostly arms.)
Sunday, 12 September 2010
09_Vexgnaw WIP
Sunday, 5 September 2010
08_Vexgnaw
Got a chance to add the arms in this afternoon. Took longer than expected as I had to retopologise each limb before unwrapping and rendering the maps. Ran into a few problems but managed to overcome them after several cups of tea.
I'm particularly pleased with how his non-mutated hand has come out, hands being something I've always found awkward to model.
Tuesday, 31 August 2010
Friday, 20 August 2010
Wednesday, 18 August 2010
05_Vexgnaw WIP
Tuesday, 10 August 2010
Thursday, 5 August 2010
03_Vexgnaw WIP
Blocking out the hard surfaces at the moment, shoulder guards will probably be redone. Progress on this character had been slowed during this past month for various reasons but fortunately these next few weeks look clear so there shouldn't be anything stopping me! This is probably the hardest and most ambitious character project I've set myself so any advise or critism is more than welcome.
Thursday, 15 July 2010
02_Vexgnaw WIP
Tuesday, 6 July 2010
01_Vexgnaw WIP
Made a start on Vexgnaw today although there's still a lot of work to do before he looks more like the concept. I'm still piecing him together and working out what needs to be done and how I'm going to do it.
The only thing bothering me is working out how I'm going to go about the hard surface detailing, I'd like to get sufficient detail while keeping it relatively low poly.* If anyone can tell me any tips or knows any books, webpages that might help me learn hard surface detailing techniques I'd greatly appreciate it.
*Making two versions for Film and Game.
Saturday, 26 June 2010
'Vexgnaw' Character Concept
This is a concept for a self set project I'm currently working on. Consider it fan art for 'Warhammer 40k.' I love the universe its set in and thought I'd like to do nothing more than create some concepts and character models while I have some spare time.
*I'll update this post with more information regarding the character and project soon
Warhammer 40,000 is © Games Workshop
Sunday, 20 June 2010
Concepts
Here are some concepts I created for my teams 'dare to be digital' entry this year. I think we had a really good game idea and mechanic but unfortunately we didn't get through. I was quite disappointed but I feel a lot of good came from it, especially by taking the time to do some traditional and digital concepts. It was a nice change and refreshed my respect for concept artists and illustrators.
When I started my degree I wanted to be a concept artist but as the course progressed I started to realise concept design was mainly focused on the 2D course. This caused some confusion for me but I quickly started enjoying the 3D elements, especially modeling and texturing. Now when looking back, I'm so glad I chose to do what I did. I've enjoyed it so much, I don't think I can imagine not being a 3D artist!
I like the 'Zombie boar' image so much I think I'll defiantly have to create a 3D model of it!
When I started my degree I wanted to be a concept artist but as the course progressed I started to realise concept design was mainly focused on the 2D course. This caused some confusion for me but I quickly started enjoying the 3D elements, especially modeling and texturing. Now when looking back, I'm so glad I chose to do what I did. I've enjoyed it so much, I don't think I can imagine not being a 3D artist!
I like the 'Zombie boar' image so much I think I'll defiantly have to create a 3D model of it!
Saturday, 12 June 2010
Graduate Showreel
Daniel McCarthy Graduate Showreel from Daniel McCarthy on Vimeo.
My Graduate showreel, containing clips from a variety of projects I undertook during my 3rd year studying Computer Animation at Glamorgan University : Atrium. The showreel also contains clips from a collaboration project called 'spider attack,' a short visual effects sequence by Myself (Daniel McCarthy - CG artist), Sean_Rowlands (VFX artist) and Mark Nicholas (Animator).
Thursday, 10 June 2010
Monday, 17 May 2010
Aracnoid!
Heres the lovely spiderbot pretty much all finished up =) Im considering adding some blood alphas to the feeding tubes on the face and maybe some bullet decals on the metal plating. Input welcome!
Also rendered shot 3 of our spider attack film. A short action sequence featuring the animation of Mark Nicholas, visual effects of Sean_Rowlands and modeling, texturing and general 'artyness' of myself. Hope to put some stills up soon.
Also rendered shot 3 of our spider attack film. A short action sequence featuring the animation of Mark Nicholas, visual effects of Sean_Rowlands and modeling, texturing and general 'artyness' of myself. Hope to put some stills up soon.
Friday, 14 May 2010
Thursday, 13 May 2010
Spider WIP teaser
Me and Sean have been working on some Blood effects for our little 'Aracnoid attack' film. Check it out =)
Models and Textures - Daniel McCarthy
Animation - Mark Nicholas
VFX - Sean Rowlands
Models and Textures - Daniel McCarthy
Animation - Mark Nicholas
VFX - Sean Rowlands
Blood Splatter Test from Sean Rowlands on Vimeo.
Wednesday, 12 May 2010
Exterior Sky WIP
Tuesday, 11 May 2010
Environment feedback update
I've updated my interior with a ceiling, magnetic pipe hooks and hopefully screens that now look more like screens and less like posters. Thanks to Sean Rowlands who's been helping with the screen animations.
Any more feedback would be great =)
Any more feedback would be great =)
Sunday, 9 May 2010
Interior feedback
Friday, 7 May 2010
Wednesday, 5 May 2010
Zbrush bodydouble
These are my Zbrush sculpts of the body double character so far, click here for a peek at the greenscreen footage we shot useing a tasty Red camera. Hoping to have more up soon, including the low poly character in progress.
Saturday, 24 April 2010
Tuesday, 6 April 2010
Wednesday, 31 March 2010
Major Character
Here's a current WIP of my major character project. Its modeled with games in mind but might be used in a short film as a body double to swap with a live action character. The face wont be seen as it'll be behind a gas mask but I used the opportunity to model my friends face underneath just because I can =P A sort of mini project I guess.
Really need to learn how to model creases.. time to watch those Richard Smith tutorials =S
Really need to learn how to model creases.. time to watch those Richard Smith tutorials =S
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