Feb 14, 2015

Major project/ Production

Retopology is now done and it's time to transfer to Maya to check the meshes and unwrap the UV's.







Feb 2, 2015

Major project/ Production

After I was happy with the basic proportions in ZBrush, it was time to go and retopologize the high poly meshes. I used the 3D Coat software for this process and I always had to keep in mind to give an acurate and friendly loopflow for my rigger and my animators later.





Jan 30, 2015

Major project/ Production

We finally entered in the production stage of our major project. And things have changed a bit since my last post. Due to some unfortunate reasons, we had to go with a different scenario. We kept Poseidon figure and his background story as well as the environment untouched, but instead of the archangel as an antagonist, we decided to go with a sea creature. The sea creature protects the temple and as a result attacks Poseidon on his way into the temple. This is only happening because... Well, you have to wait until we finish the project, to watch the full cinematic trailer :)

Until that, I will share with you my works in progress as well as my concerns about some difficulties that I may face during this stage.



I studied a lot the human anatomy and muscles and while sculpting in ZBruch, I always kept checking my reference.



I wanted the body type to match to a god's proportions and I also to give him a bit of a stylized visual look.



As I wanted to achieve high levels of realism, I started by adding early the level of details wherever needed.









For the sea creature the idea was to keep the silhouette snake-like and mostly add details from the top half of his body. I studied a lot of deep sea creature references, as well as reptiles, snakes and generally every texture that matched my idea.





Jan 22, 2015

Major project/ Pre-production

So, for this project the render software needed to match the quality level that I was aiming for, and Arnold renderer was the one. So, I tried some first tests with Arnold on lighting, shaders, displacements using some of my previous works.