Wednesday, December 14, 2011

Boots progress

A little bit of info regarding time management and why do I do sculpting the way I do it.

Unfortunately having both written and practice briefs and other additional personal studies going on time management is absolutely critical when it comes down to sculpting.

I've learned that it's better to block in shapes and stretch and tweak them when on lower subdivision levels and then detail the existing geometry after a quick polish at a high resolution level.

One of my biggest mistakes was that I was rushing and subdividing to higher levels and trying to add detail when the general shape wasn't at it`s best, lacking silouette expression, and thus it looks just as bad with or without details.

Another thing I've learned was that it's too time demanding to try and polish everything to a mechanical level when the actual size of the rollerblade is quite small when character is all visible.
Balancing how much detail and polish I add to an element and how big is that element with regards to the whole picture can change the time in which I finish the model. Adding too much detail to an area that will never be seen closely enough is useless and burns up energy and time.

Another aspect worth mentioning is the triangle count that can be held within a 1k/2k/4k normal map. There's really no point in adding 10 million triangles on a boot that will be uvmapped to 20% of a 1024x1024 normal map as barely 1kk triangles will shine through and remain crisp.

So in conclusion one very important lesson I've discovered the hard way through my mistakes, is to work low poly and get silhouette shape first, once happy subdivide and polish fast. After the whole model is polished to a satisfactory level, think about how big is that particular object, how much space will it take on the UV map and then go on to continue with detail on it or not. 

Monday, December 12, 2011

Some extra stuff on shoez

Not much to talk about this time folks, subdivided some more, polished some more, tweaked some more, smoothed some more ...

I`m learning to work faster and more efficiently but I`m still ridiculously slow ...

I've learned when to use flatten opposed to polish, or when to trim dynamic instead of trim and so on.
Next step is making some custom rivets and bolts for some finer detailing, after watching some reference artwork and tutorials of course :)

Now, back to sculptingz !

Sunday, December 11, 2011

I love harsurface

Ok some more updates on my character.

I've decided, in order to make it as complex as possible, to complicate myself even more and push it twards to versions, an armored version and an unarmored version of my mob.

Hoping to be able, by the end of this project, to show that I've a fairly good understanding of anatomy, both sculpting it and also texturing it, and hard surface sculpting and texturing techniques altogether.

I will later make a separate post with all the artists and artwork that have influenced and inspired me for this project, but at the moment I don't want to post my work and other artists work in the same thread, as not to confuse people.

Saturday, December 10, 2011


Ok time to get to the good stuff.
This is my 1st portfolio entry although this is still a beta verion of it.

This pretty much the 1st step, visual exploration and concepting on the fly, instead of drawing I just went into zbrush and started carving away. I loved this approach as I was able to just undo fast through failed design attempts and quickly develop other shapes.

Another approach I took into my visual exploration choice was to quickly render out a few poses and sketch over them into photoshop, just to get an idea of possible future accessories and items, without worrying about perspective issues.

The coolest thing is that after watching some Pixologic tutorials I've learned how to use DYNAmesh and how to basic hard surface sculpt.

Furthermore I've went through a Eat3D hard surface tutorial and beginning to understand advanced high poly hard surface sculpting withing z-brush.

It's nice for a change to relate to other current activities in the field of character artists, going quickly and efficiently through this blocking shape, playing with shapes and forms and having a fun relaxed approach on finding designs.

New stuff I've learned is DYNAmesh, hard surface polishing and re-looping techniques and the importance of multiple sub-tools withing a Zbrush workflow pipeline. 


Tuesday, December 6, 2011


Just some extra studies that I find worth publishing.
Lack of updates is due to the fact that I am currently researching and practicing hard surface techinuqes. I will post some progress on that matter ASAP. Just need to go over a few things before I can achieve the end result I want.

As a side note I might be buying some medically correct artists busts for a better understanding of anatomy, tho they are SO expensive, and to make things worse, shipping costs another bunch !

These are so important for character sculpting and painting that I think eating less in January might be worth it ...

Not yet sure but I am fully aware that one way of  making sure that my work fits industry standards is through good reference and good understanding of anatomical features. I`ll be hungry soon ...

Sunday, November 27, 2011

Studies studies studies

As some further research, I have done a cloth study as my character will be wearing drapery, and have done some other studies and drawings for practice.

As a short mention I would like to explain why do I work in this way, doing more studies than personal work, investing 99% in practices that can not be showcased as portfolio work and so on.

One of the most important things that art enthusiasts are not aware of, is that talent is a misconception, a work used wrongfully as a substitute for "experienced" or "more aware of visual circumstances"

In order for me to generate and evaluate new ideas, and to be sure that my work relates to the current activities in my field, I feel it is necessary to undergo a series of steps in order to prepare properly for each and every task.

For example I know that my future character that I will be working on in the near future will have an organic anatomical part, a hard surface metallic part and a cloth part, be it pants or other cloth related accessories.

In such cases I will always start with a painted study after a reference stock image. The study below deals with materiality, cloth deformation and general painting techniques that I hope to apply rigorously when the time comes in my future portfolio characters.

I will try as often as possible to undergo this approach, making sure that the visual choices I take have good pertinent reason behind them.

Hope this helps,

Friday, November 25, 2011


Hey guys....

I know I haven't posted that much text in a long long time and just dumped images after images without any proper information regarding their purpose or meaning but all that is now about to change :)

We have recently been asked at Uni to log our work from a methodological standpoint, showing how do we approach today's industry needs and how do we prepare our practice to meet modern and next generation standards.

As some people have been asking me recently how do I go about my work, how and what I want to do after I graduate and so on, I will try  to answer as much as possible as many questions I can, through my own research and development for my Research and Enquiry brief.

As a beginning post I will just take the time to explain shortly what I aim to achieve by the end of my degree and how I plan to achieve it.

My first priority is to generate a highly detailed sculpted 3D character that will be later retopologised, reprojected, uv`ed with baked maps and showcased within a 3D game engine.
I will put high emphasis on incorporating hard surface mechanical elements within the organic masses of the character. As far as the character goes, it will be a male humanoid character with slight mutant deformations, slightly massive but far from the standard male hero bodystandard.

As a first approach regarding my methodology, I will spend time doing 2d studies on anatomy , cloth and hard surface objects while in paralel sculpting and concepting within zbrush.

These are thee of the recent studies done in order to better understand anatomy for my future character, the front and 3/4 view took to paint around 3-4 hours each and the back study took around 5. Photographies of sculptures were used as refference.

Updates will follow shortly.

Wednesday, November 16, 2011

Color and Light Games Art School Brief

Thank you for watching and please watch for my other works.

Engine used was

Apps used were Maya, Zbrush, XNormal, Topogun, Photoshop and Adobe Media Encoder to encode files :)


Tuesday, November 15, 2011

Bboy Practice - Dorm Session

Latest Videography test, for the sake of some slowmo shots late at night. Enjoy.

Wednesday, September 21, 2011

Dance to The Core Trailer / U-MAN Pa-Parazzi Contest

This is a trailer done for the Dance to The Core event hosted by UMAN SHOP (Link:

This video is shot and edited entirely by me. More of my works can be found at

Gear Used: Canon Eos 7D, DIY Cage,
Lens: 8mm 3.5, 18-55mm 3.5, 50mm 1.8, 28-105mm 3.5
Edited in Adobe Premiere and tweaked in After Effects (stabilization and twixxtor)

Soundtracks used:
Featurecast - Party Starter
Skrillex - Rock that body (BEP remix)

Special props go to all the dancers that were awesome and helpful ! ONE LOVE !

Thanks loads for all of those who shouted "IT'S LIKE THAT" and other retarded shit. BLESS !

Mad respect for MR. Coffe, one of the illest beat boxers in Romania, mad mad respect.

Props for U-MAN shop for hosting the event and the video contest.

Props for Featurecast and Skrillex for the awesome noize !

Finally special thanks for BBOY GICK for lending me his laptop and his hard drive and helping me with my heavy bags and such.


Thursday, August 25, 2011

Lumina din lumina, breacdance adevarat !

"Tati nu ma atinge acolo" productions, impreuna cu asociatia striperilor fabulosi, prezinta cu mare mandrie, o productie proprie in haus si in parc, in colaborare cu pastorii ritmului melodic - Lumina din lumina, breacdance adevarat !

Soundtrack by Stickybuds - Bass Now VIP

Note: This was shot for fun on a Canon 7D camera in pitch blackness at maximum ISO. Sorry for the video quality and the grain but there wasn't much I could do. This is edited for fun and practice, and should not be taken seriously.

Special thanks to Bboy Gick (Stripperul) and Bboy Sebastian (Leul Onte) for the awesome night. 

Thursday, June 16, 2011

Portrait study/Demon portrait concept

Spent around 6 hours on the portait study of the old man and around 16 hours + on the demon portrait :))
For those who want to know, I use Photoshop CS5 and a Wacom Intuos 4 Large pen tablet. I have also updated a gif image of my painting process. You just have to right click it and "open in new windows so it will animate".

Thanks for visiting.

This is a gif with my painting process.

Monday, June 13, 2011

Some of my recent photography ...

I`ve been secretly doing some photography here and there in my spare time.
These are some of the photos I've managed to edit so far.

I've been helping my friend Dani (click for his website) as a 2nd cameraman at a few weddings recently and I managed to take a few photo shots for fun. Special thanks for taking me on board.

I would suggest you also visit Dani`s Motionography Website and check out some of the stuff he does.
Prepare to be blown away though.

These photos are taken last weekend at the countryside. We left the city a bit for some heavy drinking and/or finding peace within nature.

As for the last three pictures, they are taken at the same place but different time, had a bit of fun with a portable 60x60 softbox and a 430 ex2 canon speedlite flash.

Will start working some more on lighting as soon as I manage to get some spare time.

As for the gear I use, just some entry level lenses such as 50mm 1.8, 28-105mm 3.5 , 8mm 3.5, 18-55mm 3.5 (kitt lens) and had some fun with a 11-18mm 2.8 recently, all mounted on a Canon 7D.

Hope you enjoy the photos and thank you for visiting.