May 31st, 2009

He´s the Emperor. His face is green with envy of everyone who`s looking better than him. Which is quite a few people.

Emperor_01

still wip.

He´s much happier now with his dorky looking helmet.

emperor_02

and turned out to be quite the saturated fella… who would have known.

Making Heads

May 31st, 2009

Some Zbrush sculpting.

head_bust_01

moonlighting

May 24th, 2009

It´s weekend, and in lack of better company, I made me a werewolf.
werewolf

jeez… what a life.

good news, bad news

May 17th, 2009

Good news is, we did the new Cover of the German PC Games. It´s featuring RISEN the new game developed by Piranha Bytes.
I´ve done covers for games before but never for a magazine so this is a first timer which is always fun.
Thanks to Producer Michael Paeck and Pirnaha Bytes for giving us this opportunity.

PC GAMES Cover

I did the character in maya with heavy detailing in Zbrush. It´s got about 40 2K textures and took me almost 2 weeks to finish. Coworkers Michi and Harald helped me with the modelling of the chainmail and the sword to get it done in time. As well as Nathalia with the posing.

The background is an ingame screenshot of the game with a little paintover.
Here´s the image without the title overlays and a closeup of the nameless hero´s face.

Risen PC Games Cover

Risen hero face closeup

and a maya screenshot. You can see the guides of shave and haircut which I was using for the first time. It gives great results for creating realistic hair.

risen screenshot

Bad news is, another game we were working on was cancelled. As the publisher lost a quadrozillion dollars lately, they decided to shut down some projects.
I did the concept for the main character which I am now allowed to show cause it´s not gonna be used anymore. Lucky we got paid already.

First I did a 2D sketch in Photoshop

turtle concept

…and then created the character in CG for proper shading but tried to stick very close to the drawn version. I only did the top half of the character and left out anything which wasn´t in view.
Turtle CG concept

Here´s a maya snapshot. All the detail was ofc done in Zbrush, my weapon of choice when it comes to high detailed organic structures.

Turtle

You can see the differences between this one and the Risen character screenshot. As the hero was set up for animation I went with low resolution geometry and relied on a wild mixture of displacement, bump and normal maps to bring in the detail. The turtle on the other hand was modelled for this one shot only so I didn´t bother much and simply exported the high detail geometry and added just bump, diffuse and specular maps to the shader.

thinking about inking

May 16th, 2009

This one´s a hard one. About half-finished. It´s about a dragonslayer who´s lost his will to fight and will soon be devoured.

dragonslayer

I rushed the sketch (shouldn´t have) and got stuck at inking. I started with the head and worked from there, but the closer I got to finishing it, the more I liked it. The more I liked it, the less I wanted to mess it up with careless inking.
So I got more cautious when I went ahead which is usually a bad thing for two reasons.
First it takes more time… and time is of the essence. But more important, the more I worry when inking the less alive it looks.
Inkstrokes have to be bold and floating, so it´s better to set them from intuition than planning.

dragonslayer sketch

did a very quick photoshop workover. I´m not quite sure about the result. It´s supposed to be dark, but maybe that´s a bit too much. Will look at it again tomorrow… and most likely abandon it forever and turn to new and more exciting stuff..

dragonslayer darkened

serious studies of self reflection

May 1st, 2009

one more of those.

studies of self refection

not much to add. It´s too late in the night to think of anything worthwhile.
I´m quite busy these days and senseless stuff like this is the only thing I can manage to get done at night