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    Default Oliver's Sketchpad


    Hi, I noticed that it's quiet a trend to post all of an artist work on a single continuous thread rather than separated by projects or artwork. I think it's a brilliant idea, not only they are compiled, you can also see the improvement in their craft and how they've grown as an artist since they started; and for those who are has just started it's very inspiring.

    So I will go with it and compile all of my portfolio here, from the first one up to the latest.

    Please comments and suggestion are welcome.
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      2006 - C-bot

      This is C-bot my first official 3D model. He was created as a 3d graphic character for my college thesis "C-bot - c++ chatter bot.

      Prior to this project I don't know anything about modelling characters, but I already knew about 3Ds Max and actually finished the still image tutorial included. Never got deeper due to hardware constraints.

      So going back to the thesis, I briefly researched for tutorials and got a fairly comprehensive one. Hindsight the tutorial wasn't good at all. During the research I got amazed by how realistic 3d can get. I remember seeing the 3d characters created by Kjun and his wife 97bzo, I was looking at it in awww(where's my jaw).

      I really enjoyed doing the model and always looking forward to the afternoon to get my hands on the computer.
      Right then though I'm not even good at it yet I already knew that 3D character design for game and cinematic is the career for me and not 3D game programming.

      And that's how it all started.

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        2009 - C-bot v2

        I just wanted to see how much I've improved. So I did a remake of the old C-bot.
        Looking back at this, it's not yet on an acceptable caliber and I was reluctant to submit this for the Digital Art Master that year.
        Though my process and artistic style is much smoother now, and on this project I get to know a little of Zbrush.

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          2010 - Oriental Archer

          After seing all the previous portfolio I had a "reality bite" and realized that my work sucks bigtime and I don't know a lot about the industry that I want to enter. So for a couple of months I keep on researching about the usual process and practices in 3d, the branches, the styles even a little bit of traditional art. Also I keep looking at successful 3d artist and tried to learn a thing or two from them; I read everything including some interviews. I also did some small project to practice on.

          So this is the fruit of all the sweat and tears. Still at this point there is a lot to learn, but this quite suited my palette.
          30% of this is done in Zbrush.

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            2010 - C-bot v3

            Another version of the old C-bot character. I just want to give justice to that project.
            70% is done in Zbrush.

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              2010 - Crimson Knight

              This is my entry in Square Enix's contest in deviantart.com. It's nice joining contest, you're all fired up and inspired to finish something in such a short amout of time. This only took me a week to finish. I think for a couple of days I didn't sleep.

              I did not win though. I still want that intuos 4. can someone donate theirs.

              Hindsigh, there a lot of flaws, from the skin, the composition and to too much effects. Just keeping it real

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                2010 - Assassin Bunny

                Here is one of my latest work. A Low Poly game character.
                This one have already made it in some forums top row, magazine, and even made it in Expose9.

                I also attached the "making of". Just take it with a grain of salt.
                http://www.mediafire.com/?4slzxn84wwz4tje











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                  2011 - Oliver

                  This is my self portrait. I just want to test how much detail I do in 3D from someone who is actually real.
                  Don't ask for my pic, I'm camera shy.
                  Its a nice project, because your skill is tested since there a lot of artistic constraints.

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                    2011 - Evangelion Mk.- X Physical

                    During this time I read the Zen of ZBrush by Mike Jensen and I was inspired by it so I decided to do this project; and I'm also a fan of the series.

                    The thing that I'm curious about the evangelions is "what the hell is behind those armor" so since this is an original version of Eva I have to build my own angel/monster to model the Armor from. So from the references I found on the internet I based my own angel. I had difficulties in the proportion since the eva's design has long legs and arms slim torso and there is such a huge space in between the neck and the shoulder, it doesn't seem to support the whole arm. So I decided to just stick with what looks proportional. Another problem is filling those long arms and legs with details, so I decided to somehow copy the details from the human musculature.

                    On the Armor, the design has to be somewhat still relatable to the original eva design, so the v shaped armor on the torso area was retained, the plug area on the back and some other recognizable features on the original design.

                    So for the challenge part for the duration of this project I did not open any 3d Software packages, "ONLY ZBRUSH". The compositing is done in photoshop. so 95% is ZBrush 5% Photoshop.

                    I was able to further understand the use of the brushes and when to use them effectively, using them is almost like a second nature to me now. It's been a fun learning experience, thought there are moments where I'm really tempted to open Max, specially on the early stage of the project. But I was able to resist. Hehe

                    So I hope you like what I did.























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                      Some recomposite, I think I presented this the last time in a not so good way, in grey and orange. So I did some recomposite to give justice to it and to live up to the "Physical" Tittle.Hope you like it







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                        The Mask of Oni - Possessed
                        HI! This is what I have been doing lately.

                        This is "Mask of Oni - Possessed". It's a low poly game character.
                        I finished it with 29,363 tris or 16,575 polys.

                        Concept
                        I started without any solid concept in mind. I was watching Full Metal Alchemist Brotherhood and got inspired by one of the character. Sig Curtis, he has an interesting solid silouet. He's huge but not actually leaning on the usual muscular super hero guy.

                        As for the supporting theme I initially decided that it should be a uniformed guys, influenced by Fullmetal. But that design later on got discarded because it always ended up looking like a huge guys version of splinter cell by ubisoft.
                        After looking from some inpiration from the internet I ended up on an idea of creating a possessed monk.

                        Sculpting
                        This area is the easiest, after sculpting the basemesh of the body and getting the initial silouet I decimated it and exported in Max. Then from there I created a base model of the whole costume then brought them back to ZBrush for sculpting.

                        LowPoly Convertion
                        The usual process, I decimated all of the sculpt then brought them to max the modelled a low poly version over it.
                        I gave myself a 30K tris budget and initially ended with 44K tris. It's a bit of a challenge deciding which detail would be modeled or which detail would be relied on normal map. In the end I sacrifice the beads on the right forarm, the rope around the body connecting the shoulder armor, the waist, the face mask and the oni head was reduced a couple of times.

                        UVMap
                        Since a lot of details is involved and I would like to minimize mirroring, I decided to divide them into 3 parts. The UpperBody - from waist up, Lower Body, the Shoulder Armor and Staff, 2048x2048.

                        Texturing
                        I want to compact my process so instead of baking the normal map then a different process for texturing, I did polypainting instead. Baking the normal map, texture map and AO in one process.....sweet. Though polypainting is system intensive since you need to subdivide your sculpt up to a number where you have a good resolution, its really worth doing because editing the seams are minimized.

                        Lighting
                        I just used a simple 3 point light and an additional omni light placed at the lower area.

                        Rendering
                        I used different packages in rendering. Since this is a low poly model I would like to see how it translate in a game environment. I tried it on Xoliul and marmoset. Those 2 just gives a kick and shows a lot of the texture details in viewport. As for the 3 beauty shot they are rendered in max then with a very minimal post work, just color correction and background.

                        By the way sorry if there's a lot of view on different packages, i just like seeing how things translate from highpoly sculpt to lowpoly to how it appears in different rendering packages.

                        Hope you like what I did. Until the next project.
                        I would like to hear your comments.

















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                          EHF02 Seabird
                          Hi Everyone


                          This is what's keeping me busy lately. It's "EHF02 Seabird". Its completely sculpted in ZBrush and composited in Photoshop.

                          The concept design is not originally mine; it came from a mech illustration by Geoff Herndon he goes by the name ~Tekka-Croe. He illustrates Anime Mechs and Vehicle as a Hobby. There are a couple of illustrations of his that I liked but this one I find really interesting because of the weird proportions, thin arm and lowerlegs and yet the torso and thighs are quite large and yet it all worked very well. So I decided to sculpt this one.

                          By the way here is the link to his website in case you want to check out his concepts and Illustration.
                          http://tekka-croe.deviantart.com/

                          Now on to my part, the sculpt is a bit different from the illustration. My reason is for one there are a lot of dark shadowed areas and this is the only illustration that I found for this mech it doesn't have any view from the back nor the sides so I have to fill them up with my own original details. Second, not all concept work well once translated into 3D so I have to change them up a bit while keeping its appeal and still staying true to the original design.

                          Challenges, there aren't a lot on this one except from the lack of reference from other views like the sides and the back. So the issue there is proportion. I have to figure that out myself from a 3/4 view illustration. So it***8217;s a bit of a challenge.

                          On post production noting much worth mentioning except on how I did the depth of field. I did the ZDepth differently. Rather than using ZDepth side with Lens Blur, instead I duplicated my final image; then applied Chromatic Aberration with values +15 on red/cyan and -15 on blue/yellow, and used the ZDepth as Mask. This gives a sense of depth of field without losing much detail.

                          I hope you like it. Comments and Critiques are mostly welcome. Thanks





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