This February I'll begin teaching an online course at CGWorkshops! Hopefully the first of many, the focus will be digitally sculpting the male figure. You can check out the course details here.
I've recently taken a position at Microsoft's Black Tusk Studios in Vancouver as their Lead Character Artist. Looking forward to doing some great work with the folks up North!
Thought I'd get around to making some of my own renders of a few of the characters I worked on for GOWA, as well as some Zbrush screen grabs. The Cyclops pictured below was an early model that never quite made it into the game...
Totally reworked the skin material (it just wasn't working before), as well as new diffuse, normal and gloss maps. I'll be plugging in a diffuse mask and possibly an SSS map soon as well. The diffuse mask will allow me to add elements of dust and dry skin flaking to the surface (things that shouldn't be as heavily impacted by subsurface scattering). I've also been implementing a more studio-style light setup as the pure HDRI lighting is realistic, but lacks the impact and contrast you can get with directional lighting.