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Cutting circular holes into polygon meshes while maintaining good topology

A Quick tutorial demonstrating a method for cutting perfectly circular holes into polygon meshes while maintaining good topology. This technique is great for adding round details or cutting holes right through objects without pushing up your poly-count too high or creating n-sided polygons by isolating the circular detail (unlike boolean operations that make a mess […]

Character Turnaround

This character was created for use in a one minute short I did for my second year at The Animation School. Production time on this model was about 1 week from start to finish. Modelling: Zbrush, Maya Rigging and Skinning: Zbrush, Maya Texturing: Photoshop, Mudbox

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