Waaay back in 2015 I worked on this commercial and just found the video now while browsing! It was a fun little project, with a tight deadline for modelling. The concept was having the interior of the plane made out of cardboard. I remember walking around the A380 in street view for weeks so I get all the proportions and everything right! Great fun, and still feels like a massive undertaking to reproduce the airplane!
It's always super exciting to work on such a grand title! I had a lot of fun working on the Star Wars franchise over the years, and still feels great to see that Falcon cockpit I spent so much time labouring on! This time my work was a bit different, but still pretty cool. Can't wait until this is out!
I am starting to be pretty excited about this! :) It has been quite a while when I started working on it, but it is finally hitting cinemas in two months, new trailer looking pretty cool. I recognize a couple of the scenes I worked on, really nice to see the final stuff in action.
I always liked comic books, when I was growing up Asterix was my favourite. I loved the light hearted humour, the medium, the colors and the style. Very simple yet expressive. Caricature was also something I always wanted to get into.
Later in life I came across this amazing artist, Moebius. His style, his life, it instantly transferred me to an other state of being. This is why I decided that this year I will make a tribute artwork, depicting a famous character of his: Blueberry. Not only a great character, but a great style that is more on the realistic side than caricature. This will fit perfectly into my tutorial series. I will have a shot at realism in a stylized character. Something I always wanted to do. I am. Ot aiming at creating a hyper realistic face, but a stylized look with hyper realistic details (pores, wrinkles, etc.)
I was thinkin of focusing on the following broad topics for the tutorial series (which I intend to expand on demand or if I feel the need):
- concepting, gathering reference
- organic and hard surface modelling
- facial anatomy
- lighting (Vray / Arnold)
- creating shaders and textures (Vray / Arnold)
- Substance Painter
- retouch and finishing the image
I might also take the time to discuss how to convert an existing model for games and for 3D printing and also what are the things that need to be taken into consideration when modelling, key issue areas, etc.
Ping me an email if you like this and would love to know more about something else that is not listed here!
From time I like to test myself, creating something that I haven't created yet, putting all my experience together and making something that ends up being the summary of all my present knowledge. Something I am proud of and represents all the knowledge I have gained so far and everything ahead has to be at this new standard. A level up.
I had two level ups in my life so far. The first one was in 2011. I have started to learn Maya and 3D quite a few years before that (in 2004), but I am 100% self thought and this was the time when all the studying I have done and all the junior jobs I did finally paid up. This was my Buzz Lightyear image.
With this image I have finally mastered Mental Ray (what a relief I don't have to use it anymore!), modelling, texturing, lighting techniques and even some rigging to pose the character.
My next level up came in 2015. In the four years between the two level ups a lot of stuff happened: I moved to the UK, got my first big film job and worked on Star Wars VII, switched to Vray from Mental Ray and to Modo from Maya. A lot of new knowledge I have been using at work but never applied everything on a single project that I could call my own. This is how the Chimpanzee was born!
In this project I have put together all the stuff I learned about lighting at The Image Foundation, all the organic sculpting and Zbrush knowledge I gained at Pinewood Studios working on Star Wars VII and Warcraft. Rendered the whole image using Vray and even started to learn how to use a groom software to create the hair.
It's been 3 years now since I did not level up. I would like 2018 to be the year of my third level up. The past few years I had the luck to work on a number of great projects (film, advertisement, 3D printing). And I have learned a ton of stuff that none of these images represent. I learned how to create hair and how to groom using Maya's xGen, I learned new sculpting techniques, how to sculpt clothing and a realistic face. I attended Scott Eaton's Facial Anatomy course. I learned how to optimise assets for game production. I knwo use a ton of new amazing software (Substance Painter, Mari, Marvelous Designer, Unreal Engine, etc.).
So it is time to do a level up. And this time I decided I want to involve everybody who follows my work online. I will document every step I make along the way, create timelapses and tutorials on how to use the techniques I learned in the industry. And I will share this knowledge. It is a big undertaking! I will have to free up some time since I work full time and I am a family man, but I want to end 2018 with a new amazing artwork I can be proud of years to come. Wish me luck and please follow me if you'd like to get some insider tips on modelling, sculpting, retopo, grooming, 3D printing, gaming stuff, Unreal Engine 4 and muh much more!
This project was certainly a great one to work on! It is interesting to see where Chinese cinema and non-Hollywood productions are going in general. There should be bigger marketing and distribution on productions like this. Anyway, can't wait to see the final movie :) Enjoy the teaser.
It was really fun working on this project a few months back! Hope you enjoy! ;)
A little bit over a year ago I had the fortune to work on a couple of amazing projects at the London office of Taylor James. Everybody there is very creative and I can say that all projects are really interesting and truly satisfying to work on (and see the results)! Here you can enjoy a Behind the scenes video shared by TJ (featuring my hands and the back of my head! ). I was responsible for all the modelling done in this project.