2014 was a great year. I had a lot of fun making things with cool people. I backed off of sculpting for a bit to focus on directing and producing some live action short films. A group of friends and I collaborated on a 48 hour festival short film project called “This Boy,” and on two additional shorts called “Voice Memo No. 5” and “Reconnecting.” I’ve learned a lot throughout those little productions and hope to keep creating things in 2015!
marvelous designer
I’ve put a little more time into my Jesse Pinkman piece, fleshing out a body and some base clothing that I can sculpt with. The body is an average/skinny build for Jesse, and similar to my ‘Wanderer’ project, I’ve dynameshed and remeshed this body to act as a collision mesh in Marvelous Designer. In MD, I setup a few base patterns for a long sleeve shirt, t-shirt, and jeans, tailored for Jesse. I’ve exported these into ZBrush where I’ll sculpt the details soon. I’d love to add a hoodie to this character, and am currently IP on the model for the sneakers. Thanks for taking a look!
I’ve reached the end of my free time set aside for this character, and I’m generally happy with the results. I’m calling this one complete, though there are some great notes received from various forums that I’ll be keeping in mind for my next projects. Let’s take a look at the final steps from my last blog post here.
Some time ago I had started working on a fantasy character design. I was learning ZBrush during that time and wasn’t as familiar with the tools as I am now. I decided to revisit that design and give it a complete overhaul, incorporating some other ideas that I’ve had into it. It’s still a work in progress, but here’s where I’m at. Read More
This is an overview of a workflow that one might use to setup tailoring patterns inside of Marvelous Designer, which are then remeshed inside of Zbrush, with high-res details baked into cleaner, lower resolution geometry back in Maya.