Modeling the joker

I’m adding a lot more work to my modeling portfolio. Here is a head model I created in two sessions (about 10 hours modeling).

This is a DC Comics character. In no way, shape, or form am I claiming any rights to this likeness. This is simply an exhibition of my modeling ability.


I based my version of the Joker character off of the character design from Under the Red Hood, a wonderful direct to video animated film. Using reference frames from the film, I created a front view image plane (modeling aid). I also created a profile drawing to use as an image plane for the side view.

And below are some other views of the model. I modeling polygonal hair with an expectation of modeling that into a more representative polygonal hairdo in zbrush, but I also will have a version of the model that I can style with hair using different rendering methods.

A turntable of the finished model to come soon, as well as a process post outlining some of the modeling techniques used. Next up is a facial animation rig! Any comments? Critiques? Please, speak up!

4 Comments »

  1. Charles says:

    No crits, on my end, hoping to maybe see textures someday… But I do have a question. Do you still see any benefit to doing this sort of modeling in a package like Max or Maya, when essentially you can rough out something very basic first (or even take something from your stock), then take into zbrush for sculpting? I mean given the retopology options in zbrush, in seems like it might even be faster and (personally speaking) more fun from an artistic standpoint.

  2. testjamal says:

    Scuplting in zbrush can be a wonderful part of the process, but I still am currently more comfortable roughing out in a traditional modeling package. I have more control of my edge loops there.

    And zbrush just isn’t the be-all end-all of most pipelines in studios currently. Being able to get there with different tools is the goal for me; there being the finished production. And base modeling in maya is a good way to get out reference models for your riggers and lighters quickly. It’s not as organic as zbrush is from jump, but that precision is useful is production.

    And that model still has to move! Being able to start in max or maya can give you a leg up on zbrush scenes brought into max or maya. For me, zbrush allows for detailing and a “more analog” look but builidng primitives and basic forms to work with is still an easier process for me in max or maya

  3. ML the Truth says:

    HEy Jamal this is Snap. Jim and Willis Williams brother. If you need music for any of your projects or have friends that need it, let me know. We have a production company. Thanks. Mississippi

  4. testjamal says:

    Snap! good to hear from you man! Glad to see that folks from home are seeing my stuff. Looks like my search engine ranking is paying off! How did you come by the site? I need to put some more energy into pubbing myself and it would be good to know where to focus efforts. I will definitely be looking you up soon. You still in MS? Drop me some links to some of your stuff if you get a chance.

    -jamal

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Demo Reel 2012

Downloads:
http://www.jsulli.com/videoFiles/demo2012.mp4
http://www.jsulli.com/videoFiles/demo2012.ogv

This demo reel showcases some of the work I have been involved in. Unless otherwise indicated, I did all of the work presented. I work in 3D animation, primarily using Maya currently. I also am quite familiar with 3D Studio and to a lesser extent SoftImage XSI. I am extremely proficient in many of the Adobe Creative Suite applications.
Details »

3d turntables on vimeo

I’ve posted some turntables of some models @ vimeo. I’ve embedded them here:

self portrait turntable from Jamal Sullivan on Vimeo. Details »

Modeling a punk duck

Here is an original character I came up with sketching for a class one day.

Details »

Modeling the joker

I’m adding a lot more work to my modeling portfolio. Here is a head model I created in two sessions (about 10 hours modeling).

This is a DC Comics character. In no way, shape, or form am I claiming any rights to this likeness. This is simply an exhibition of my modeling ability.

Details »

Base Rig now with more hands!


I’ve edited the base rig model and added controls and low poly geometry for hands. Details »

animation mel script for baserig

When blocking my animation, I sometime like to key all the animateable attributes on the control objects that handle gross body movements all at once so that I don’t get unexpected results with my poses. Attempting to select each and every control object individually, setting keys on each object, and then returning to my original selection for continued animating would be an amazingly slow process. This mel script takes a lot of that out of my hands. Details »

Base Rig

So here is the baserig that I will be using to animate my athlete models and other characters built off of this model. In this post I will describe the controls available on this rig.
Details »