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Andrew Browne

Andrew Browne

3D Character Artist

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Helena

January 16, 2016 by Andrew

Helena Disclaimer: This was personal work made in 2015. Modeled in Zbrush, retopo’d in Topogun, textures in 3DCoat. The above hair done in Houdini and Blender. Shading in Houdini/Mantra, along with eyes (procedural). Working on two costumes and more hair styles. Soon to be featured in a tutorial covering Houdini 15.5 hair features. Using the new SSS model in Houdini 15. The eye is completely procedural, both geometry and texture generation.  Here is an early version of it. The body […]

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Hitchcock

January 5, 2016 by Andrew

Hitchcock Disclaimer: This was personal work made before 2015. An old project i picked up and reworked to make somewhat decent. Modeled in Zbrush, texture 3DCoat and Bodypaint. I also tested some blendshapes on him (old shader). I really learnt a lot modelling and texturing, the breakdown on this is in my opinion more interesting HERE. (maybe because i like breakdowns). The project on the whole was a test, on skin, hair and lighting, shading in Houdini. I also wanted […]

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Virgil

January 1, 2016 by Andrew

Virgil Disclaimer: This was personal work made before 2015. Created for a tutorial to show off Houdini’s hair capabilities. Modeled in Wings3d, Zbrush. Texture 100% hand painted (8 x 4k Tiles). Lighting and shading in Houdini. Learnt a lot on this one, what to do and what not to do. Eyebrow, chest and body hair was all driven by skin attributes. Head & beard was custom guides sculpted in Blender. Along with his robe. I based the character on Dante […]

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Helena: Breakdown

January 1, 2016 by Andrew

Helena: Breakdown Disclaimer: This was personal work made in 2015. The model was sculpted from a base mesh that was re-topologised in Topogun. And then projected back on the model. Where it was sculpted further. It was then split into two models. So i could push the poly count high on the head (around 10 million polys). Textures were done in 3D-Coat. UV’s done in UVLayout

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Hitch: Breakdown

December 31, 2015 by Andrew

Hitchcock: Breakdown Disclaimer: This was personal work made before 2015. Modeled a base mesh in Wings3D. Then retopologized in Topogun and then sculpted further.

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Virgil: Breakdown

December 29, 2015 by Andrew

Virgil: Breakdown Disclaimer: This was personal work made before 2015. Sculpted from a base i created in wings3d, retopologized in Topogun, then further sculpted and hand painted all the textures in 3d-coat.

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Bear WIP

November 13, 2015 by Andrew

Bear WIP Worked on this over a couple of weekends. A test of yeti fur system. To be honest, yeti’s clumping system is very limited compared to Xgen, Houdini, Furtility (MPC) and fcHairFilters (Framestore) and Furball (Dneg). But many houses use it in London so i might aswell, keep pushing it as much as possible. Although Ornatrix is making better strides in the grooming departmnet so i’d like to take a look at that soon.

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Erivatius

November 12, 2015 by Andrew

Erivatius Disclaimer: This was personal work made before 2015. A nice little model. Modeled in wings3d, then finished in Zbrush.

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Astronaut

November 1, 2015 by Andrew

Astronaut Disclaimer: This was personal work made in 2015. I have not textured this but the model is complete. It is one of two costumes i am making for Helena. Cloth is hand sculpted in Zbrush. The model is built up of over 200 pieces. Many of which are compound objects merged. Most of which was modeled in wings3d (i also bought it into Silo a few times). And yes, I have renamed those objects now.

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Based in London, UK I’m primarily a character / creature artist. Though I am very comfortable with Hard surfaces (in production). Very proficient with multiple hair systems (off-the-shelf or proprietary) with a bias towards Houdini. Please be warned there is some nudity on the site.

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