Here is an animation Josh has been working on. Im sure he would appreciate any feedback or suggestions!
Thursday, February 19, 2009
Saturday, February 14, 2009
Tarons Art Opening at Gnomon.

This past evening, James and I had the opportunity to attend an art opening in the Gnomon gallery of works created by the artist, Taron.
On display was a large variety of 3D canvas prints. His work in many cases was both beautiful and disturbing all at once. I believe that his renders and presentation took his art from the "digital media" realm to that of fine art, a task any digital artist will tell you is not an easy one to achieve. In addition to his digital work, Taron also had on display a few of his traditional paintings, and a few images from his sketchbook. After viewing these images it is immediately evident that he is almost as well versed in traditional as he is in digital arts.
I have included a few pictures (it is a shame I did not think to take more), of the gallery for your viewing pleasure. I encourage all of you to take a look at more of his work, which can be found at .
Thank you for reading!
*Click for larger versions*


Sunday, February 8, 2009
More Work
Tuesday, February 3, 2009
Gesture Studies
In the past couple days I've been working on some Zbrush sculpts. These are simply gesture/anatomy/and proportion studies. My teacher, Ryan Kingslien creates a lot of digital "fine art sculptures", basically pieces that have no practical purpose besides looking nice (hopefully!). I have tried my hand at this concept, applying the knowledge I have gained thus far in his Zbrush&Anatomy class.





*Watch videos in High Quality for Audio*
Dancers:
Ballerina:
Dramatically Posed Man:





*Watch videos in High Quality for Audio*
Dancers:
Ballerina:
Dramatically Posed Man:
Saturday, January 31, 2009
Work updates.
Hey everybody. Here is some work we have done in the past few days. First is a walk cycle that Josh animated for his character animation class. I also included a few Zbrush images I made. The first is the beginnings of an anatomy study for my zbrush&anatomy class. The second is my entry for a sculpting challenge on threedy.com. and the last is a head study that I worked on with some guidance from Ryan Kingslien.
Enjoy!


Enjoy!


Sunday, January 25, 2009
James does work too!
Here is some of James' work. A few shots of a skull he had to sculpt for his Intro Zbrush class, and then a render of the shader series he worked on for Texture Mapping.
Im sure he'd appreciate feedback!
I also included a few images of some environmental sculpting Ive started to experiment in.



My Environmental Sculpts:




Im sure he'd appreciate feedback!
I also included a few images of some environmental sculpting Ive started to experiment in.



My Environmental Sculpts:




Thursday, January 22, 2009
More Work.
Hey all,
We have been hard at work as usual. Tonight, Gnomon is hosting a game dev. presentation, featuring the team from Naughty Dog entertainment, talking about their 2008 hit game, Uncharted: Drakes fortune. Unfortunately James and Josh have class during the presentation, but I will be attending, and taking pictures of the event to show everyone what was going down.
So anyway, here is the finished container. I took Elliotts and Matts advice and worked on the color of the rust, saturating it much more, and added more contrast to the spec. map as well. I rendered these out of Mental Ray, tried to use flat shading to emulate a basic game engine lighting (as this is meant to be an asset for a next-gen game). I then composited it in Photoshop, I think it turned out pretty decent.

I am trying to get some renders from James, but so far Ive gotten nothing, haha. But Ill keep up the nagging until he caves.
We have been hard at work as usual. Tonight, Gnomon is hosting a game dev. presentation, featuring the team from Naughty Dog entertainment, talking about their 2008 hit game, Uncharted: Drakes fortune. Unfortunately James and Josh have class during the presentation, but I will be attending, and taking pictures of the event to show everyone what was going down.
So anyway, here is the finished container. I took Elliotts and Matts advice and worked on the color of the rust, saturating it much more, and added more contrast to the spec. map as well. I rendered these out of Mental Ray, tried to use flat shading to emulate a basic game engine lighting (as this is meant to be an asset for a next-gen game). I then composited it in Photoshop, I think it turned out pretty decent.

I am trying to get some renders from James, but so far Ive gotten nothing, haha. But Ill keep up the nagging until he caves.
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