stevenvanbuuren.blogspot.com
Steven van Buuren 3D Artist: November 2013
http://stevenvanbuuren.blogspot.com/2013_11_01_archive.html
Saturday, November 9, 2013. Subscribe to: Posts (Atom). HelloWelcome to my blog! I'm a 3d artist. Currently I am living in Hollywood. On this blog I share my personal art. For the full web-site please go to. Awesome Inc. template. Powered by Blogger.
stevenvanbuuren.blogspot.com
Steven van Buuren 3D Artist: Gun
http://stevenvanbuuren.blogspot.com/2011/11/post-example.html
Thursday, November 10, 2011. This was a project done at Gnomon in Alex Alvarez class. 2 Weeks to finish. Avarage should be 40 hours workload a week and should be more then enough. First day Starts by finding the right concept. This is the one that I choose. (artist unknown). HelloWelcome to my blog! I'm a 3d artist. Currently I am living in Hollywood. On this blog I share my personal art. For the full web-site please go to. Awesome Inc. template. Powered by Blogger.
stevenvanbuuren.blogspot.com
Steven van Buuren 3D Artist: November 2011
http://stevenvanbuuren.blogspot.com/2011_11_01_archive.html
Thursday, November 10, 2011. This was a project done at Gnomon in Alex Alvarez class. 2 Weeks to finish. Avarage should be 40 hours workload a week and should be more then enough. First day Starts by finding the right concept. This is the one that I choose. (artist unknown). Subscribe to: Posts (Atom). HelloWelcome to my blog! I'm a 3d artist. Currently I am living in Hollywood. On this blog I share my personal art. For the full web-site please go to. Awesome Inc. template. Powered by Blogger.
stevenvanbuuren.blogspot.com
Steven van Buuren 3D Artist: Pomponia Imperatoria Zbrush
http://stevenvanbuuren.blogspot.com/2012/04/pomponia-imperatoria-zbrush.html
Sunday, April 29, 2012. Workflow: Base Mesh: Zbrush. Highres: Zbrush Retopo: Nex Uvs: Headus. Subscribe to: Post Comments (Atom). HelloWelcome to my blog! I'm a 3d artist. Currently I am living in Hollywood. On this blog I share my personal art. For the full web-site please go to. Awesome Inc. template. Powered by Blogger.
stevenvanbuuren.blogspot.com
Steven van Buuren 3D Artist: Dolphin process
http://stevenvanbuuren.blogspot.com/2013/11/blog-post.html
Saturday, November 9, 2013. Subscribe to: Post Comments (Atom). HelloWelcome to my blog! I'm a 3d artist. Currently I am living in Hollywood. On this blog I share my personal art. For the full web-site please go to. Awesome Inc. template. Powered by Blogger.
stevenvanbuuren.blogspot.com
Steven van Buuren 3D Artist: April 2012
http://stevenvanbuuren.blogspot.com/2012_04_01_archive.html
Sunday, April 29, 2012. Workflow: Base Mesh: Zbrush. Highres: Zbrush Retopo: Nex Uvs: Headus. Responsible for all aspects of this image. Software: Base mesh in maya. Zbrush for highres and making Normal maps and displacements. I used Polypaint in Zbrush and Photoshop to create the Subdermal and Epidermal Layers for the Skin shader in Maya. UVs are done with Headus uv layout. Here you can see the wireframe of the carbody. ( The wireframe is unsmoothed ). Subscribe to: Posts (Atom). HelloWelcome to my blog!
stevenvanbuuren.blogspot.com
Steven van Buuren 3D Artist: Hawk
http://stevenvanbuuren.blogspot.com/2012/04/hawk.html
Sunday, April 29, 2012. Here you can see the wireframe of the carbody. ( The wireframe is unsmoothed ). Subscribe to: Post Comments (Atom). HelloWelcome to my blog! I'm a 3d artist. Currently I am living in Hollywood. On this blog I share my personal art. For the full web-site please go to. Awesome Inc. template. Powered by Blogger.
stevenvanbuuren.blogspot.com
Steven van Buuren 3D Artist: Susuki Biplane
http://stevenvanbuuren.blogspot.com/2012/04/susuki-biplane.html
Sunday, April 29, 2012. Subscribe to: Post Comments (Atom). HelloWelcome to my blog! I'm a 3d artist. Currently I am living in Hollywood. On this blog I share my personal art. For the full web-site please go to. Awesome Inc. template. Powered by Blogger.
stevenvanbuuren.blogspot.com
Steven van Buuren 3D Artist
http://stevenvanbuuren.blogspot.com/2012/04/responsible-for-all-aspects-of-this.html
Sunday, April 29, 2012. Responsible for all aspects of this image. Software: Base mesh in maya. Zbrush for highres and making Normal maps and displacements. I used Polypaint in Zbrush and Photoshop to create the Subdermal and Epidermal Layers for the Skin shader in Maya. UVs are done with Headus uv layout. Retopologized the model with NEX plugin for Maya. Back to maya with Medium a Polycount and NM and displacements. Beard done with maya hair. Photoshop for texturing. Subscribe to: Post Comments (Atom).