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Archives for zbrush » Shawn Woods - Art Director/Senior Artist
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G.I.Joe Characters: Snake Eyes

G.I.Joe Characters: Snake Eyes

G.I. Joe Characters: Featuring Snake Eyes

I love G.I.Joe. Growing up I collected all of the toys and played with them for hours. My brother collected the comic books and I looked at the pictures.

With the hype of the new G.I.Joe movie coming out in the summer of 2009, I thought it would be fun to create my own concept of the infamous Snake Eyes!

I have already started to model him but have not gotten very far yet. I will post updates along the way. For now, this is a concept, an idea. I have bigger plans for a short movie clip of him animated too.

Snake Eyes: A Commando with Ninja skills.

That is how I like to view him. Even his backstory tells us how he was a war hero first and later trains to become a Ninja with his brother-in-arms, Storm Shadow. I am not going to debate this, I just liked the idea of him being more “real” so I went with traditional army gear. However, since he has been trained to be a ninja, he keeps his weapons close to his body, each having a place that is quick to access. In this concept he wears traditional black army boots but that may change to something slightly more up to date.

The toy soldier is my guide for creating something more realistic in proportions. These toys are excellent reference for any character artist working on high resolution designs in zBrush!

Be sure to checkout the new G.I.Joe comic books published by IDW. I like their new character designs.

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Dawn of War: Making of the Greater Knarloc (Tau)

Dawn of War: Making of the Greater Knarloc (Tau)

Warhammer 40,000: Dawn of War

The Making of the Greater Knarloc (Tau Race)

About the Greater Knarloc
A huge dinosaur-like creature from the Kroot genetic family. Originally, they were used as beasts of burden but were later trained for war after proving as effective at eating enemy infantry as at carrying heavy loads.

I had a lot of fun creating the Greater Knarloc. The original Dawn of War game did not support normal maps… only diffuse maps were used. However, I tried a different method. Instead of using zBrush to create a high resolution normal map, I used to to build up the musculature in a seamless way and then baked out a grayscale diffuse and lighting map. After that, I could paint over what I had and add the colors as overlay layers. This worked out well since our team coloring for the game was also done using overlay layers.

It was a different method to texturing old school but i am happy with the results! If I had only known zBrush back when I modeled and textured the Ork Squiggoth. That was time consuming trying to create a seamless texture!

Knarlocs have a lot of stuff on them, like a camel caravan in the Sahara Dessert. This worked out great for the animators to add secondary motion to their animations.

They also look a lot like a T-Rex with a more bird-like head. I referenced the skeletal structure of the T-Rex to make sure he was anatomically correct. These photo references from Forgeworld worked out great for the details of the skin.

For his skin, I looked at many reptiles like alligator skin and how it cracks and splits, along with the pattern along their spine.

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Hello world!

Welcome to my new blog! I have decided, after much deliberation, to switch to a blog format. This will allow me to update my website a lot more often. I also plan on writing some industry-related articles, and post links to information that interests me.

Thanks for visiting!
- Shawn

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