1. This is a project I've had in mind for quite some time: Making my own version of Beast from Beauty and the Beast. It's one of my all time favorite characters, so this project was a very challenging one for me to undertake.

    Sculpted and designed in ZBrush, rigged and posed in Maya, various topology work in MODO, rendered in Arnold for Maya and post-work in Photoshop.




















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  2. WIP shots of a realistic version of Beast from Beauty and the Beast I'm working on.


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  3. Character Reel - Henning Sanden from FlippedNormals on Vimeo.

    My 2015 character/creature reel. Everything is done by yours truly, including all designs, models, sculpting, texturing, rigging, lighting and overall presentation.

    Software:
    Maya
    MODO
    Mari
    ZBrush
    Mudbox
    Arnold
    NUKE
    Photoshop

    - Breakdown -

    -Old Man - 00:01

    This was a project aimed at creating stylized realism: Stylized shapes, but realistic textures and look-dev. Sculpted in ZBrush and Mari, retopologized and UVed in MODO, textured in Mari, groom in XGen and rendered and lookdev-ed, in Arnold for Maya, comp in NUKE and Photoshop. The emotional tone was based on the sentence "An old man filled with regret, waiting to die alone."
    The textures were made based on polarizes images. Skin details are based on surface mimic scans.

    - Quadruped (Ronny) - 00:17
    The goal was to create an interesting quadruped creature. Ronny (the creature's name) used to be the alpha in his pack, but is now old and weak. I wanted to reflect this in the sculpt. Sculpted and designed in ZBrush, UV-ed in MODO, rigged in Maya, rendered in Arnold and finally comp in NUKE.

    - Bob - The king of the Sea - 00:29
    A creature with a heavy emphasis on design. I wanted to make a strong, but loving character. Designed in Photoshop, sculpted in ZBrush, textured in Mari, rendered and lookdeved in MODO, comp in Photoshop.

    - Huldra - 00:46
    Huldra is a creature found in Norwegian folk lore. She's a beautiful, yet dangerous beast. Some stories depict her as having a hollow core made from old and hardened wood. Sculpted in ZBrush, rigged and posed in Maya, rendered in MODO, post work in NUKE and Photoshop.
    Feel free to contact me at henning.sanden[at]gmail[dot]com for professional inquiries.



















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  4. ZBrush, Modo, Maya, Arnold, Mari and Photoshop.






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  5. Another project Im working on now. ZBrush and Modo so far. The modelling of the head is almost done. Next up, finishing the suit then texture him up.

    Early modelling

    Almost done with modelling

    Early test-render

    Slightly later test-render. Still a long way left.

    Arnold-WIP-lookdev



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  6. An evening doodle based on the Dishonored universe. About 3 hours.

    A render of the creature from our upcoming Premium Tutorial over at Flippednormals.com


    Mr Balsamico. About 5 hours in total.



    A 2.5 hour doodle. Pokemon/Star Wars Mashup


    A project I'm currently working on. It's been a while since I had a big personal project going, so this feels good. I'll texture him in Mari, sculpt him in Mudbox and ZBrush and finally render him in Arnold.



    Quick Arnold-render.




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  7. VolvolVOLDEMORT. About 2 hours of sculpting and 1 hour of lighting and post work. 





    A Sunday ZBrush doodle. It was done with no symmetry, which I find to be a very refreshing way of working.


    An evening sketch. A couple of hours in ZBrush, Modo and Photoshop

    God Of Wine - 50 Min





    A couple of hours in ZBrush and modo. Fun times. 

    ¨
    Another weekend doodle. 4-5 hours in total, I believe.





    I've also been hired as a modeller and texture at MPC in London. Happy times.


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  8. This is a project I completed in my spare time over the summer in the few hours I wasn’t working. It was sculpted in ZBrush, retopoed in Modo, rigged and posed in Maya and finally rendered in modo. My goal was to make something beautiful and appealing mixed with something foul and cynical.
    The character is based on Norwegian and Nordic folk-lore. She's described as a beautiful, yet mysterious woman roaming the forest.


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  9. About an hour or so per doodle plus some render set up time.




    A bigger project Im working on a the moment: Huldra.



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  10. Some modo/PS doodles, trying to get up to speed with replicators. About 30-60 min per image.



    ZBrush sketch. About 50 minutes.
    A little making-of. 

    Sculpting a White Walker in ZBrush. A tutorial done by Morten Jæger and I. 

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Om meg
Om meg
Viborg, Denmark
I'm currently attending the Computer Graphic Art Bachelor course at The Animation Workshop in Viborg, Denmark. You can contact me at henning.sanden@gmail.com Personal Site http://henningsanden.com/ Showreel http://vimeo.com/67875881
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