This is my second exercise with the fox rig that I downloaded. The only thing that I changed about the model is that I used a Lambert material rather than a Blinn, and I did not apply a specular map.
I recently acquired "Sculptris Alpha 6" from Pixologic and I'm having a lot of fun with it. It's not quite as powerful as Mudbox or Zbrush, but it is pretty intuitive and has some rather nice materials. In my opinion, Sculptris would be a better match for Mudbox and Zbrush if it had an improved importing system for basemeshes (specifically for Maya) and a way to export UVs from the paint feature (I couldn't find a way to do so other than baking the basemesh and painted models), and lastly, a better lighting system for renders, as evidenced in the landmass sculpture. The following was created entirely in Sculptris unless otherwise stated.
The landmass sculpture was created as a basemesh in Maya and then sculpted and painted in Sculptris.
This is a concept illustration I made as a basic guideline for the
landmass. It is nearly identical to the last land model I made which was completely created in
Maya.
Recently I made a portfolio website to showcase my demo reel, graphic art work, and resume. I designed the images in Adobe Photoshop and further worked on the code, design, and the widgets in Adobe Dreamweaver. I then uploaded the site to a server using the open-source FTP "Cyberduck".
Animated Fox
I downloaded a rigged fox model from the artist Mooses (Daniel Moos) at CreativeCrash. This was my first experience in animating with a downloaded rig.
This is a 3D model of Nightcrawler I created. I used a male basemesh from Arshlevon, created the clothes and other features in Maya, and sculpted and posed Nightcrawler in Mudbox.
This is a walk cycle using a character I created. I used this as an exercise for animating characters while keeping the character consistent and on-model.