Sculpted in ZBrush, this bust was 3d printed in 1 to 1 scale and painted and is used to showcase some of the original Frank Sinatra's hats from a private collection. The render is made with VRay for 3Ds Max.
I made part of the team in Ikon (www.ikon.it) working at production of the project Ancient Nora 3D (Antica Nora 3D): a virtual reconstruction of an ancient Roman city in Sardinia performed by Ikon for the University of Padua.
Example of 3d product visualization: virtual reality headset Oculus Rift DK1.
Made with Maya, 3ds Max and VRay.
I made part of the team in Ikon (www.ikon.it) working at production of the project Messner Mountain Museum Corones: mobile app for interactive real-time 3d visualization of the new museum dedicated to the mountain climber Reinhold Messner created by Ikon for the tourist association Kronplatz - Plan de Corones.
Example of 3d automotive visualization: Maserati Granturismo blu oceano.
3d modeling, shading, texturing, lighting and rendering
Created with Maya, Mental Ray, Photoshop, Illustrator, and HDR Light Studio.
You can buy this model here.
Example of 3d product visualization: military backpack.
Example of 3d product visualization: Samsung Galaxy Note 4.
Example of 3d character design: Ent.
Obviously this character concept was inspired by the Lord of the Rings, but I didn't want to simply reproduce one of the movie characters but create a new one instead that would look as it belongs to the same universe.
I started the process of character development in a traditional way with silhouette thumbnails in Photoshop to which I subsequently added minimum color to get simple thumbnail sketches.
Of course most of the work for this character concepting process was digital sculpting in ZBrush. After finishing high-poly character modeling process, I tried ZRemesher and 3D-Coat's auto-retopology to optimize the mesh, but not satisfied with the results I ended up doing the retopology manually in Maya, at which point I also done the UVs. For texturing I used a combination of Photoshop and the robust texture painting capabilities of Mudbox. Final clean up was done in 3ds Max where I also added some details like small branches and leaves. I used VRay to render the final images.
This project served as a sort of workflow research where I experimented with capabilities of various software to find the combination that best works for me.
Example of 3d automotive visualization: Chrysler 300s.
Created in Maya, 3ds Max, textured with Photoshop, rendered using VRay. Compositing and post for the presentation also done in Photoshop.
This is actually the car that Walter White used to drive in Breaking Bad when he was on his way to completely becoming Heisenberg.
Example of 3d character design: Goblin
In this personal project I created a 3d concept art of a goblin character, as well as a low-res game-ready model that could be used in real-time context, for example in a game engine like Unity or Unreal Engine (after applying a rig obviously).
Character development began with simple thumbnail sketches in Photohsop, from where I jumped right to ZBrush. The most part of character concepting was done on-the-fly while doing digital sculpting in ZBrush. Autodesk Maya was used for retopology, but even here half of the job was already done by the new at the time ZRemesher, which replaced QRemesher in the 4R6 version of ZBrush. Photoshop was again used for making some alphas, combining and tweaking of the low-res textures, and, of course, for the compositing and digital painting.
This project served as an interesting exercise in many ways, as at the time I was just starting up with ZBrush, and also wanted to try a more experimental approach to character concepting, that is doing most part of it directly in 3d.