Category Archives: 3D Model

Show Reel August 2016

[Coursework]DJ52026AdvancedProduction(DegreeShow)Posters(A1)01Ragnarök Poster For DJCad Masters Degree Show

[Coursework]DJ52026AdvancedProduction(DegreeShow)Posters(A1)02(DevelopmentProject Development Poster For DJCad Masters Degree Show

I’ve completed my course work and am now on Job Hunt 2016. My feelings are extremely muddled to be honest and I don’t know what to say and how much to say. This is my first show reel and one that I edited for my Msc Animation & VFX degree show. The quality of the work I did in it is not to the standard that I want. That said, I am quite happy with how the demo reel turned out. I have a base format that I can refer to when I polish up on an updated version of my reel. Or reels, because I think I would need more than one to cater to different job positions and applications.

Show Reel August 2016


I Have Been Working…Really.


Ragnarök & Pickachu Go Pokemon Hunting

I have a lot of things to reflect about and to write. But by the time I would have the time to put all of my scramble thoughts on paper in a concise and intelligent manner, my final assessment would probably be over. I am working to complete my projects in time but I think my blog is a good place (and excuse) for me to at least organise what I have done in a way that will be useful when my presentation comes and I am at a lost as to what to say to the row of intimidating (not really, but also yes) looking tutors.

As an introduction image I present Ragnarök running with Pikachu because I cannot fathom Pokemon-Go and the craze surrounding it.

Little Guardian (Possible-Pighead-Statue In Z-Brush)

I spent a few hours playing in Z-Brush today. I thought that I could play it loose and create a concept of the statue design for the spirit character in my (tentatively titled) Little Guardian animation. It was fun to spontaneously go back into Z-Brush, I was limited by my computer’s processing speed today for some reason unfortunately. After a few misses (the program kept stalling or crashing) I did manage to complete a concept sculpt of the head of the statue. The statue is meant to represent the spirit’s ‘anchor’ and connection to the physical realm as well as it’s home so I wanted the design  to have more weight (literally). I thought a heavier look for the statue would give a bigger visual contrast when compared to the design of the character’s spirit form. I think I succeeded in sculpting a heavy design but I ended up with something more vague and pig-like than what I was aiming for.

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Spirit Statue Concept Head (Profile)

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Spirit Statue Concept Head (Front)

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Spirit Statue Concept Head (Three Quarter View)

I had the urge today to zone out and sketch something that didn’t require me to think too much about what I am doing or why. So I settled on spending an hour sketching quick life drawing/anatomy poses from artist training videos on Youtube. I enjoy working with a purpose but I think I also need regular sessions where I just draw from observation as well.


Life Drawing Sketches

Presentation Reflection

Yesterday was the big presentation day. All of the late nights working and raging at Photoshop and Z-Brush led to this morning and it was great! I thought that I would not have much to talk about today and I would be scrambling for words. It was not the case yesterday fortunately and I found that I had plenty to say about the work that I did and the improvements that I wanted to make when it came to this particular project. Working with Z-Brush for the first time (and as a last minute edition) was a pretty gruelling experience but once I became more familiar with the program’s interface sculpting the character became a joy. I agree with the tutors that it would be a good idea to take this character further, there’s a lot more that can be done with it and I would like to try to bring him into Maya and project the hi-poly image onto a lower poly model that can be rigged and hopefully animated someday. There’s also proper texturing, lighting and rendering in Maya that I have not explored as thoroughly as I should. Maya is an industry standard program that I feel that I must know very well but at this point I’m more efficient sculpting models in Z-Brush. But to summarise my thoughts; the project was a very productive, gruelling and educational experience. And I want more of it.

[Blog]PresentationSlides Presentation Slides (11 December 2015)

Oh and earlier this week I had my final print sale for 2015 at DUSA. I managed to get a table close to a a electrical socket so in between selling prints and smiling awkwardly at people I managed to get a little sculpting done as well. I really enjoy taking part of fairs and selling small pieces of my work. It takes a little work to search for such open events but I really hope that I would get more opportunities like these in the future.


DUSA Christmas Fayre (8 December 2015)

Character Design: Primordial (3D Sculpting Part Four)

The last stretch! I’m a little delirious from the lack of sleep but I want to get this completed while I still have some wind in the sails. Everything I need for the presentation (in five hours wow) is as ready as it can be. I’m relieved, worried and proud all at once but I’m excited to show Phil and Brendan what I have done. I completed the painting the model and touched up certain areas lie the arm muscles and horns which didn’t look right to me. Afterwards I went onto the parts that I was dreading; rigging and compositing. I went back to using Z-Spheres in order to map out the skeletal rig. I don’t remember when was the exact moment I thought giving it tentacles was a good idea but I was cursing that decision when I was trying to figure how much articulation points (I don’t know the exact term, I just made this one up) the tentacles would need so they would be able to twist and curl over his shoulders. I can’t say that the rigging was a complete success but in the end I managed to get something out of the process and pose the character in a couple of poses. I continued on with the render passes in Z-Brush (which were more straightforward than in Maya) and spent the rest of night editing my presentation slides. So now to bed and good luck to me in five hours.

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Primordial Complete Model (Front)

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Primordial Complete Model (Three Quarter View)

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Primordial Complete Model (Profile)

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Primordial Complete Model (Back)

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Primordial Complete Model (Head Close-Up)

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Using Z-Spheres To RigScreen Shot 2015-12-11 at 4.16.40 am

Z-Sphere Rigging Continued


Primordial First Pose Variation


Primordial Second Pose Variation


Primordial Second Pose Variation (Another View)

Character Design: Primordial (3D Sculpting Part Three)

I worked on finishing the Primordial model today. On advice from Sang I started in Maya to build and complete the teeth using cylinders as base models. I ran into some problems with the inverted vertices but thankfully I had some help to fix it and then export them into Z-Brush. After that I adjusted his teeth to fit into his jawline. It took more work than I expected, having gotten used to Z-Brush’s interface it was disorienting at first to go back into Maya. I was lost for the better part of an hour but I pushed passed it in the end. I have conflicted feelings about Maya and my abilities to use it well as it’s a very overwhelming program. In any case once the teeth were fitted and detailed I moved onto painting the model which was incredibly fun. After watching a quick tutorial on Digital Tutors I changed the model’s material to one named Z-Bro Paint and got to work. The new material was excellent to paint and add colour on. The painting process went by quickly and by the time I called it a day I had the model completed (whoohoo!) and ready for rigging. But I will save the image of that for my next post.

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Modelling The Teeth In Maya

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First Attempt At Fixing The Inverse Sides

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Bringing The Teeth Into Z-Brush

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Adjusting The Teeth To Fit The Jaw

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Changing Material To Z-Bro Paint And Texturing The Teeth

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Painting/Colouring The Head

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Finishing The Head


Character Design: Primordial (3D Sculpting Part Two)

I’ve made quite a bit of progress with the Primordial sculpt the last few days and I feel good about what I have done with the model so far. Since the last time I blogged I’ve lowered the number of points using Z-Remesher and blocked out the Primordial character’s muscles and shapes roughly. I went onto defining the head, horn and facial shapes before moving onto Z-Remesher again, this time to increase the points number in order to achieve a higher level of polish and detail. I also change the working material with one that I downloaded online named z98. I preferred this material as it improved the colour and ‘feel’ of the sculpt and helped to make it look quite impressive as well. Sculpting and shaping the muscles and head was an absolute joy and I was becoming more and more excited as the day progressed. Next up will be the teeth!

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Using Z-Remesher To Lower The Number Of Points

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Sculpting Muscle Shapes and Forms Roughly

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Shaping The Head, Tentacles & Back

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Curving The Front Horns & Sculpting Additional Facial Horns

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Z-Remeshing The Number Of Points Up & Changing The Sculpt’s Material To z98

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Sculpting Muscle & Head Details

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Continuing With Detailing & Defination

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Close-Up Of Face Before Head Detailing

Character Design: Primordial (3D Sculpting Part One)

I went onto and binge watched the Z-Brush Essential Training. A friend who has experience in using Z-Brush was also kind enough to take some time to give me a terror filled crash course on sculpting a character in Z-Brush. So I began my first foray into Z-Brush sculpting with as much information I can gather stuffed into my head. I first attempted to use Z-Spheres to block out the shape but it didn’t seem to be working so I moved onto sculpting from a basic sphere. That process went a lot faster and smoother and I could get a very rough model out by the end of the day.

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Z-Sphere Sculpting (First Attempt)

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Modelling From A Sphere (Second Attempt)

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Pulling Out The Legs & First Set Of Arms

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Onto The Second Set Of Arms

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Shaping The Head

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Giving The Head More Definition

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Pulling Out The Horns & Tentacles

Character Ear & Hand Modelling + Retopologize Mesh With Quad Draw

We continued with out character modelling lessons with ear and hand modelling this week. I had an easier time following and understanding the ear tutorial than the hand modelling. Seeing as I have problems drawing hands in 2D I wasn’t that surprised.  The ear began as a single flat plan that was rotated then sectioned, extruded and moved to fit the ten edge hole with left on the side of the model’s skull last week. The hand was modelled off of a basic cube polygon, when it came to the point of extruding and modelling the thumb it became more difficult for me to keep up. Thankfully I did.


Character Ear Modelling


Character Hand Modelling Beginning with Basic Cube Polygon


Character Hand Modelling (Thumb)


Completed Hand Model (Smoothed View)

During the last section of our day, Sang briefly taught us how to retopologize a high-poly Z-Brush model in Maya using the Quad Draw tool. This was immensely helpful for me considering I would need to the exact same thing once I complete my Primordial sculpt in Z-Brush and would have to bring it into Maya to be textured and rigged. The process he showed us was quite fun and surprisingly straight forward but I think he’s going easy on us at this point.


Retopologized Low-Poly Model & Z-Brush Sculpt in Maya

Character Modelling: Head & Torso

[Blog]CharacterModellingHead02Polygon Model of Character Head (Beginning of Face)

This week we had a more thorough lesson in 3D modelling with Sang using his character sheet. We began each character element with either a basic polygon cube or plane in Maya. But first we imported image planes of the character sheet to use as modelling guides. Using mainly the front and side view of the character, Sang introduced us to Maya’s (new?) Modelling Tool Kit side panel and taught us how to utilise it to add cuts, manipulate vertices and extrude faces in order to create the character’s torso and then his face. We ended at a place partially at the place of the skull.

I’m not sure if I would be able to use this process in Maya to create my own character as I had already decided to use Z-Brush.  SO after the lesson I had a short chat with Sang and he gave me some encouraging pointers on how to use Z-Brush to model the Primordial character.  He told me to familiarise myself as best I could with Z-Brush brushes, Dynamesh, Subtools, Polypaint, Spotlight and normal/displacement mapping.


Polygon Model of Character Torso (Unsmoothed)


Polygon Model of Character Torso (Smoothed and Subdivided)


Polygon Model of Character Head (Beginning of Face)