Thursday, November 1, 2012

Hulk 2013

Finally I start to feel this is the final design on the hulk. Did an update on the
hair,eyebrow and change the sundirection. Skin texture still needs a lots of work.

Next thing to do : Eye texture/shader .


Its been a while again that I updated my blog. Recent X-mas break give me finally some
time to work on the jeans/pants. Before I tear it apart I would like study cloth sim first
and see how I can make my Hulk more dramatic damage then the usual clean cut Hulk jean.

First draft test using a new software : Marvelous Designer to get a good base. I really like the detailed
folds you get . Will play later more.

Before I go back to the green hulk again. I make restart texturing again. This time focus
more on the subsurface details. Head start to look decent. Will keep it for a while.


Haircut/style experiments :) FibreMesh is the perfect tool for me to comb hair in
3D. It really gives the user so much controle where and how to comb things.
I really enjoy the process .So probably will play around with more different haircuts

Some changes since last time:

-Make handsome :)
-Balance skin bumps
-Trim beard
-Overall face correction more anatomical correct

-More Facial wrinkels
-Lips more volume
-skinshader specularlevel tweaks

Armpit and triceps rework:

Nose and skin job

Battle damage and wounded paintover :

New lighting and sweaty,tough look, I kind of like this mysterious lighting :

- reduce wetness
- improve teeth model
- hair variations in colors and lenght
-more skin varations in hue and spotiness

Thursday, October 25, 2012

Vulcano planet

After heavily inspired by some mattepaint artist and my friend Patrick Chin.
I start to explorer the world of mattepainting. This is heavily photoshop version.

Sunday, October 14, 2012

To be King (Koning van Katoren)

Just finish my work for Koning van Katoren. Been working there since March this year. It's been a wonderful experience. Learn a lot from some talent people at Hectic. I was mainly hired to do modelling texturing of the moving churches sequence and some concept of the dragon called "Smook". 

Some info about the movie :
The shooting period of 'Koning van Katoren' (To Be King), the screen adaptation of a book by Jan Terlouw, has begun. The director Ben Sombogaart (De StormKruistocht in Spijkerbroek and De Tweeling) and lead actors Mingus Dagelet and Abbey Hoes have traveled to Italy to take part in the shoot. The film tells the story of 17 year old Stach (Dagelet) who has to fulfill difficult quests to become the king of the fictional country of Katoren. He is being assisted by Kim (Hoes). HecticElectric has been brought on board to provide lots of various visual effects sequences for the feature. The grading of the feature will be done at Hectic as well. The movie opens in theaters on December 5th 2012.

Tuesday, October 2, 2012


a new day a new hulk

Day 12: New Pose and exterior light test

Major overhaul on the pose and overall design of the head .Less action pose more bodybuilder neutral pose. Couldn't lock down design on thepectoralis major partially because its hard for me to model in that bend pose. It's a hard way to find the right balance between anatomical correct muscle and stylish proportion. I guess I should have start the other way around modelling a realistic human then transform into Hulk proportion.I love the new pose and probably stick with it for a while.

Finally I can get a trial of Arnold renderer to try for myself. Convert all Vray shaders and I absolutely love it ! Amazed by the speed an quality of this renderer. For more example check google

Day 11:  Eyeball and Teeth modelling/Shading

-Reduced pores bump intensity
-Tweak eyeshader
-Add tearlines

Day 10:  Eyeball and Teeth modelling/Shading

-Reduced eyeball size
-Mouth shape less underbite.
-Less wrinkle thickness on cheeks

Day 10:  Bump shader and skin wrinkles

Here is a crop of a 4K render. Click on it for a bigger version.

Day 9: Head details & Facial hair test

Day 8: Mudboxing & Shader tweaking

Day 7: Texturing The Pink Hulk

My current workflow for texturing human characters is always
limited to mudbox 4K per UV layout. This time in order to crank
up more resolution. I'm benefitting from the fact that you can use
the UV space beyond 0-1. To avoid resolution difference among
all patches  maintaining the UV ratio is important. Each patch is
now 4K x 7 is effectively 28 K :).

Before I really finalize my modelling and texturing. It's good to 
see your model in context. This mean setup an lighting rig for 
previewing textures is a must for me.

This typical studio turntable setup should give me a good preview 
of what issues I can expect when the character moves through light 
and shadows. Also using SSS is not so straight forward as just 
texturing diffuse channels. So a solid SSS shader with the right 
scale is very important.

So here you see my reddish skin shader for the hulk. I think starting 
with human skin approach will gives me likely more realistic look 
then going straight for green. There are no real life reference for a 
green man unless you paint your friend green :).

So I decide to HSV shift my texture once the human version is done.

Day 6:

New beauty render with some mockup chest hair.

Day 5:

Sculpting hands details.Trying the new BPR shadows settings


Pants details added, simpel polypaint. Update arm & hand anatomy a bit. Make the hand beefier and more suitable for his
big body.

Day 3

Some update on the hands and feets:

Day 2

It's been a while that I post new stuff. I've working on a dutch feature film for couple of months. Title of the movie will be announce soon. In the meanwhile I found
a little time (2 hrs) to remodel my Hulk.I went back few iterations and found the first version I used and add extra geometry to support extra details like toes and mouth.

I don't the proportion and this time I want to go over the top a bit. Stylized and new pose.