Kit bashing exercise utilising Insert Sphere techniques.
Category: Creature Design
ZBWS – Zbrush Certification Course – W01
Still pushing on facial anatomy. Learning lots of new Zbrush workflows. This fella is based on John Hurt and he needs work. It probably didn’t help that I used several different reference images, based during different times in John’s life. The reason for this in part was to figure out his key architectural areas, namely the jaw and overal facial proportions. The Doctor Who 50th is coming up, so why not?! 😀 Polishing techniques need work, but I’m improving. I’m beginning to use both Soft and hard polish brushes along with different in-bed settings. There are still subtle plane changes going on despite some of the more defined details.
I’ve been advised by Nate at Zbrush Workshops to try a slightly younger subject for my next exercise. Good advice I reckon. I’ll return to this fella soon enough.
Pumpkin Head | Happy hallowe’en !!
Happy Hallowe’en!
It’s that time of year again when it’s time to sculpt a scarey pumpkin! This fella isn’t finished yet, I reckon there’s something…. living inside…
ZBWS – Frankerina – Character Creation with Danny Williams – Week Nine
Got an update this week on Frank. I’ve been busy working full time in work, my character work had to take a back seat for a short while. I managed to find time the past couple of evenings to make an update.
Our brief this week was to work on roughing out the character’s bust primarily. I’ve been thinking constantly about proportions and major shapes. (Also small, medium and large relationships) … and of course air foiling! (Thanks Danny!) Got more polishing time in this time around. He’s coming along really well. I managed to rough out his body’s basic forms in addition to the head bust.
ZBWS – Frankerina – Character Creation with Danny Williams – Week Nine
After todays amazingly informative class with Danny, I’ve been feeling totally pumped. I’ve taken my concept and pushed forward. I’m quickly hammering out basic forms right now and made changes to the overall proportions of the character. He is still approx 3 heads in height (relative to Frank!) but I’ve readjusted his proportions better to add variety (ie: small, medium and large) and hopefully down the line this will come through better regarding appeal. I’ll need to adjust the arms and hands next. Can’t wait to start sculpting!
ZBWS – Frankerina – Character Creation with Danny Williams – Week Eight
Character Concept: Frankerina

Frankenstein turned ballerina… he is NOT happy.
So much for my horror ‘dash’ science fiction take on a classic monster. Somehow I ended up with a Boris Karloff inspired Frankenstein in Lycra and a ballerina costume. The humor makes up for the lack of horror I reckon. This is my lead character design for the low frequency character design project we’re working on with Danny Williams. See model sheet below.
Rough Model Sheet for Frankerina.
ZBWS – Creature Design with Peter Konig – Week One
Creature Sculpt – Concept Sketches

Creature Sculpt – Week One

FACS Workshop – FACIAL ACTION CODING SYSTEM (09th-13th Sept)
Just completed a week long intensive workshop with Dr. Erika Rosenberg learning FACS coding. It was hosted in the University of Ulster over the full five days and we had a great time. We had a great mix, we had guys from Germany, Denmark, Portugal and of course Ireland. I made lots of new friends. We were given our first formal exposure to facial measurement, anatomical musculature, movement and mechanical processes and exploring many different expressive states both emotional and physiological. We looked in great detail at the upper and lower parts of the face.
The practical work and daily ‘FUN’ exercises we did were extremely beneficial to learn this sort of coding. Since part of my research right now is pushing hard on anatomical processes in both human and animals, being part of this workshop has accelerated my learning of the human face. Dr Erika Rosenberg is a great teacher and her knowledge on facial coding, facial anatomy and expression through emotion is so much infinitely deeper than the five days we got exposed to during the workshop. We managed to get through the whole of the FACS manual, so barring more coding practice, I’ll be looking to apply for my FACS test and hopefully gain a certificate in Facial coding.
The shear volume of information we learned in the five days, would most probably take much longer to understand and learn if studying on your own. I highly recommend this workshop to anyone looking to learn FACS !
For information on FACS and the availability of Erika’s FACS workshops you can check out Erika’s website:
Additional Information:
http://www.face-and-emotion.com/dataface/general/homepage.jsp
ZBWS – Week 03 – Character Design with Danny Williams
Here is my character turn sheet for The Trinket Thief, so far. I’m much happier with the direction he’s going in now. He’s edging more into the realm of horror territory that I want to further explore when it comes animation time. He’ll have a pair of ‘horror pants’ on. Its important to have a certain level of humor attached to this guy to. Still lots to play with going into the final stage of his final sculpt. I need to better refine his anatomy in alot of places. I’m still playing with his legs, cog etc. Overall he’s getting there. He actually has a skull, I felt i needed to better flesh this out to figure out how the horns attach, gums and teeth placement etc. Still working on his accessories and stolen trinkets etc. Since I want to be able to animate this character in future, (Think 1980s B movie… ) I’m having to better figure out where everything will go and attach. (Thievin’ bast**d !)
I have to give a big thank you to Danny on this. He’s a hugely talented guy and a good teacher, the Maya knowledge that he’s contributing is massively beneficial. These screens were made using ViewPort 2.0 rendering via Maya. A really handy way to review this guy in realtime. Awesome for clients.
ZBWS – Week 02 – Character Design with Danny Williams
Focused in one character concept. I like where this fella is going, but I think he’s too stylised regarding design, proportions etc.
I’ll maybe save this direction for the next phase in this course. Considering the rigging and animation project for this fella, I really want to go more ‘horror’. What I mean is, this guy could be made to come across scarey and funny… but it’s not the scarey and funny I’m aiming for this time around. A judgment call at this stage, so I’ll be pushing forward on his design and making some changes.







