Digital Sculpture, personal project. It's nearly complete I still need to refine his hair and the cloth. I've used a number of classical influences to design him, mainly the famous sculpture of Augustus Prima Porta and the Monument to Michelangelo Buonarroti by Emilio Santarelli.
Bases were done in Maya then sculpted in Zbrush as well as Mudbox at an early stage. Thanks to the retopology tools in Zbrush3 I was able to quickly draft different cloth designs inside Zbrush, once I was happy with a specific direction I would then reconstruct better topology and further detail it. As you may notice the hair is in that stage right now, pre-topology. Rendered with Mental Ray in Maya.
Soldier
Maya, Zbrush
Cinematics soldier character I've been designing and working on. I'm currently texturing, shading and touching up details.
Mostly done in Maya, details were sculpted in Zbrush as well as some of the texturing. Added an old WIP render with Maya and Shave&Haircut.
Bill Murray
Maya, Zbrush
Started modeling Bill Murray for a personal project. Maya for the base mesh and Zbrush for detailing with a hint of Mudbox to help fix proportions. I relied heavily on camera projections from references I gathered from the movie "Ground Hog Day" in order to get fixed camera match on the model. I gathered about 12 different angles/shots from the movie and camera matched them inside maya to match the base model. Once a few were tracked right It was easy to manipulate the face inside maya to get the right proportions/positioning of details.
YES Dinosaurs
Maya, Zbrush
Commercial for YES done by studio Broadcast. I designed, modeled the two dinosaurs, textured the big one(brontosaur) and light most of the shots in the commercial. Yaniv Gorali Textured the smaller dino as well as adding small modeling details. He also shaded and created the light rig for the shots. Rendered with mental ray.
Roe Young and Old
Maya, Zbrush
This was a project for Dreams&Magic inc. The goal was to take an actor, create a digital replica in 3D and then estimate how he will look 15-20 years to the future after a bad life style.
Very basic bases were done in Maya then sculpted and textured in Zbrush. It was then rendered with mental ray in Maya. The hair is shave & haircut composited on.
Pelephone
Maya, Final Render
Commercial for Pelephone done by studio Broadcast. I modeled and lit the flying toys. I also helped to develop the shader/look-dev along with Yaniv Gorali and Yotam Natan. Textures were done by Yotam. Rig, Animation and Simulation were done by Yaniv. We used Final render to render this since the heavy use of blurred reflections/refractions and a tight deadline.
For this project I created a light Rig/System in Maya along with Yaniv which creates a single HDRI dome that lights/reflects/refracts individually the entire shot. It is made up from different data elements that can interactivly change per shot. meaning the HDRI was created in Maya using math nodes combining 32bit data of ground,skys, different suns, sun flare(to fake reflection flare on the glass) and overrides to control intensity per element. This allowed interactive control for everything inside maya per Illumination, Reflection and Refraction using override nodes fo each shot, without editing the HDRIs in an outside application. This was a crutial element to get the glass looking just like we wanted it to without modifying the shader/lighting dramatically per shot.
Winner
Maya, Flame
Commerical by studio Gravity. I was incharge of creating the background 3d tunnel. I designed, modeled, textured, shaded, lit and rendered using maya and mental ray.
BMW Z4
Maya, Rhino
BMW Z4 replica I've been working on, just have some interior details(mainly the front) to do but never get around to it. Made with polys in maya except some interior details which were done with nurbs in rhino. The first render was done with mental ray and served as a compositing test.
Hall Study
Maya, Shake
Lighting study I've done back in school using Maya. Scene rendered with Mental Ray.
Dizzie, Normal Mapped
Maya, Shake
Art Test for a game studio. Modeled and textured using maya and zbrush. 2K diffuse, normal and specular maps. 2,286 Polygons / 4,188 Triangles.
Traditional Art
Super Sculpy, Charcoal
Super Sculpy Anatomy study - about 14inches high.
Clone Drawing - The same model was drawn at 2 different poses then composed together. About 32 x 26 inches if i'm not mistaken using charcoal. Unfortunately I never got to finish it since I lost this drawing due to lazy Homeland security inspectors at the Miami airport who didnt bother rolling it back into place.
Anatomy/Pose Study of the same female model - 2 Hours.