Dec 2016 08


Sharing this since I haven’t posted for a long time, enjoy
Zip file contains Zbrush .ztl, hi,mid,low quad OBJ versions.
This was just a male bust study which I thought turn out fairly decent and worth sharing, enjoy


Oct 2015 24


Over the last few weeks I have been developing a Zbrush project which generates a posable and sculptable basemesh model.

From my experience working with a solid watertight basemesh has its limits, due to polygon stretching and resolution.
My goal was to create an accurate male model based on planar forms, which will allow the artist to pose easily and sculpt ontop to refine detail and character.

I plan to release this model and zbrush project for purchase soon, stay tuned for more details.

In the mean, check out a test post OBJ. http://bit.ly/freeavrgman


Jul 2015 27

Free to play / explore / alter with this fan made model, done with Zspheres in Zbrush. This is tool contains the zsphere setup as well as the sculpt at 60%.

zulli_base download ZTL in zip. ( zbrush 4r7 p3 )

Jul 2014 01

free rotting flesh texture


DOWNLOAD Rotting_flesh_texture_johnchen

Feb 2014 28

Winnie the werewolf

DOWNLOAD WINNIE RIG BETA! – https://drive.google.com/file/d/0ByyQ1ZI2bOfMaE9aOE5NdDAzWDA/edit?usp=sharing

License – Free for non commercial use, read the license PDF for ZIP password, if you download the rig, please send me a note of where you used it, I’d love to see some cool animation with it!

TIP: it is wise to turn off the hair geo layer when animating for faster response, also turn off smoothing in the main controller window attribute. The rig works best with Viewport 2.0, but not with viewport AO due to the geo hair.

A fun little personal project to create a complete character ready for production. Winnie is one of the cute characters from the animated movie Hotel Transylvania by Sony Pictures Animation. I just loved the design with her cute silhouette and decided to challenge myself to see how long it would take to build her myself.

The whole process took about 5 full days, which started off as a zbrush sculpt, which was then modelled, rigged and shaded in maya and textured with a mix of Zbrush and Photoshop. For the fur and hair I decided to go with simple plygon plane based hair, so the rig is very light and responsive and easy to render.

Rigg test, realtime render

Thanks for watching and if you are interested in testing out the rig for your personal animation reel, get in contact with me by the email on the top right hand corner of this page. Since I’m not an animator I’d love to see what you guys can do with her.

Please check out the thumbnails bellow for some snap shots of the work in progress.

Creative Commons License
Winnie the Werewolf by John Chen is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Based on a work at http://www.vfxforge.com/blog/winnie-the-werewolf/.
Permissions beyond the scope of this license may be available at http://www.vfxforge.com/blog/winnie-the-werewolf/.

Feb 2011 16

Ok, this was really hard to get the old head around, but this technique is mostly used in Games, but useful for what I’m doing at the moment.

Say you need to combine 2 different diffuse maps for a character that has a large UV island for a hi-res Texture and the other for low-res.
A good example would be a full character UV where the heads UV would need to have more space to use a 2K map, and the rest of the body just needed a 1K map.

In my case I needed a 4K texture map for one single tentacle and a 2K map for the rest of the serpent. ( see example below )

-1 to 1 UV space for multiple resolution textures

the darker tentacle has the 4K map

To achieve this requires that you move one portion of the UV to -1,0 and the one would remain on 0,1. to move the texture you need to;

  • Create a layered texture node
  • add the 2 textures
  • make sure the first texture is using ‘over’
  • make sure the textures “Default color” is black.
  • in the place2dtexture node, change the translate frame to -1 , 0
  • turn off any wrapping, stacking
  • to see the updated result you have to change the view > image range in the UV editor menu to -1 on both minimum
  • select the texture you want to preview, make sure its in the right place, as Maya will not preview the texture properly
  • Do a test render, if all is well you should be able to see both textures on the model
  • If you are getting any weird alphas check the default color and turn of alpha is luminance

Page 1 of 212