Hi all,
I wonder how you got here, but I'm glad you are.
Basically on this blog I will publish a bunch of pixels that generally speaking will form an image.

I am not an artist, not at all.

In my profession (which is more tech/geek/nerd oriented) I deal with a lot of art though, so I decided
to put here some stuff I do in the spare time trying to mimic the true artists I work with.


Monday, August 22, 2011

I'll photoFly away!

I decided to put my few photofly (photoScene Editor) tests on this blog just because photofly is so cool that everyone needs to know about it!

From the Autodesk website:

Capturing the reality as-built for various purposes (renovation, rapid energy analysis, add-on design, historic preservation, game development, visual effects, fun, etc.) is now possible using your standard point and shoot digital camera thanks to advanced computer vision technologies made available through Project Photofly.

Here some tests I did (up to 24 photos each):

Ratman - The Action figure (fletto i muscoli e sono nel vuoto) : 

One of my shoes (find the hidden rigging clue):

Sunday, August 21, 2011

xtruding Xtruder (this one was easy huh?)

Moving forward from 2D illustration to 3D volumes.
That's actually me.
Since everybody is asking: NO this one has not been photoflied.
This is just a quick sculpt I did in zBrush.

Added a quick sculpt of some pants:

Added retopologyzed shoes. Now is time for a bit of details and proportions:

Sunday, August 14, 2011

Finally Anatomy: back to skull!

Okay guys,
I've finally arranged some time to study the full human anatomy.
This will be almost designed to improve myself as a character rigger. Why? Because to proper deform a computer generated human / creature the more we know about anatomy the better.
So here we go, back to school again.
As a starting point I've decided to purchase this book, which covers almost every muscle using a 3d sculpting software called zBrush.

So stay tuned for updated (if you care of course!)

Step 01:
The boxed man. Following the first chapters of the book above I've created in Maya a simple boxed human mesh that will be exported and subdivided and then of course sculpted in zBrush:
Step 02:
The skeleton reference, this is useful when dealing with muscle insertions and boney landmarks. Is a nice little tip I've found at the beginning of the book. Also there are proportion planes took keep track of the general human proportion: height = 8 skulls.

Step 03:
Bring everything into zBrush, and we are ready to go. I guess next update will take a while :P (yes I know, this was the easy part)

Step 04:
This is the same mesh after 1 hour of sculpting. Nothing really great, I am still sketching the volumes.
There is also a 4 minute long timelapse.
Oh I love timelapses!