I haven’t had a lot of time for CG stuff lately, so here are some drawings that I recently got around to imaging:
Monday, January 25, 2010
Friday, January 15, 2010
Figure Drawing Friday
So for about a month now, I have been out of drawing supplies, and just too lazy to go get any…which is the reason for all of the digital drawings. Here’s another drawing that I could have used 2 more hours on. I think it turned out pretty good, but I’m feeling like if I go back to paper now, it’s going to be a whole new experience all over again…
Once again, I just can’t seem to get a likeness. I need to do a lot more portraiture and study measurements. I guess that’s my next task.
Here are the steps:
Friday, December 18, 2009
My Digital Drawing Technique
This is how I tend to do my digital drawing in Painter. It’s pretty much exactly like I would do with paper and charcoal, but I have UNDO!! Anyways, this drawing isn’t finished. I got to figure drawing late, so I was limited, and just like any lazy artist, I wait for the face, hair, and the hands until last. I guess that’s why they are almost never there. Anyways, here are the steps I go through:
1. First, I block out the forms and make sure my proportions are correct:
2. I create a second layer and keep “pick up underlying color” checked, then first wipe out the image using a blender brush, then lay down lines for form:
3. After that, I start another layer, and wipe the lines down so that they are not so harsh:
4. Once I have that done, I begin blocking in my light and shadow, and tightening up the edges a bit in places. I like to have some tight edges and some soft:
5. In my last step, I now go through each part, tightening the drawing, adding shadows, core shadows, highlights, etc. :
So like I said, I didn’t finish this drawing, but I think it is a good example of how I work digitally. Hopefully next time I’ll actually finish it.
Thursday, December 03, 2009
Again, an Updated Demo Reel
Added a few things and gave it a bit of a makeover.
Wednesday, December 02, 2009
Great Marcelo Vignali Interview
For those of you who don't know him, Marcelo Vignali is an amazing artist working at Sony Animation Studios. In this interview, he gives so much good information about being an artist in the industry today, it's hard to summarize. It's a good hour long discussion, but it's amazing to hear his thoughts on being and becoming an artist in this industry. I would recommend everyone watch it.
Wednesday, November 25, 2009
Mirroring Shape Keys in Softimage
Monday, November 09, 2009
Digital Drawings
Monday, November 02, 2009
Updated Demo Reel - 2009
Thursday, October 22, 2009
My First Foray Into MEL
Biped Auto Rigger...Not finished yet. It's still missing a lot of stuff. It's just an IK spine with no facial rig, no stretchy limbs, etc. I'll have to keep going on it.
Thursday, September 03, 2009
Making Hair with ZSpheres
Thursday, August 27, 2009
Low Poly Arm Tutorial
Part 1
Part 2
Friday, August 21, 2009
2009 Figure Drawings
Wednesday, July 29, 2009
Some thoughts on workflow...
One of my biggest pet peves (sp?) is a software package that has features that seem to never end, and yet those features are so hard to get to and use, that it almost negates the fact that they are there in the first place. Years ago, I was hired at Avalanche Software in Salt Lake City (I still work for them, but we are now Disney Interactive Salt Lake). We were using a piece of software at the time called Hash's Animation:Master. I had never seen it before. I had been studying at BYU in the animation department, barely making it through creating characters out of NURBS primitives, and hated every second of it (Nurbs, that is). Now I understand that they have been made easier to work with in some packages, but still, back then, it was a total pain. You could not do what you wanted without it being a total paiin. When I began in Animation:Master, I found something different: that the feature set wasn't huge, and the paradigm was different (using b-splines vs. polys or Nurbs), but I found that authoring what I wanted to was an absolute breeze. Things like bones didn't have joint orients. Assigning a mesh to a skeleton was a manual, but an easy and simple process. Rigging was a joy compared to what I was used to. It had almost every tool that I needed to use, and it was EASY to understand and implement all of them. Different, but when easy is the different part, I willing o go for that. I loved it.
They had a dirty little secret: make tools easy to use and understand, and the artists is empowered. Such was the way that you could correct a mesh's deformation when it was animated. Who would have thought - just pose the character, sculpt the mesh, and have the character remember what it looked like at that point! Truly amazing. So simple, yet almost all software packages today that are so much more "robust" fail to realize that. They take pride in how "deep" their feature set is. What I see is painful authoring. Even though I CAN do it, I have to do it an inefficient and difficult way. the result is the same, but I have lost valuable time I could be spending on other things. I have much more important things to to than make corrective blend shapes, influence objects, etc. I want to animate. This is where Hash came in. If more packages would implement things like these two videos I made, artists would go nuts. The power that comes with correct authoring methods cannot be overstated.
The first video shows "Smart Skinning". Move an object, fix anything that needs to be fixed, and it remembers. The second shows how I create a facial animation slider, blending skeletal animation and a corrective shape in one step, and one simple to use interface. Now remember, the tools are pretty rudimentary, but the implementation is genius. No wonder I continue to compare Maya and Softimage to A:M. It was one of the most genius packages ever.
Ahhhh. Those were the days.
Thursday, June 18, 2009
ZBrush Mouth Sculpt
Thursday, June 04, 2009
New and Improved!
New Character Progress

So I started on a new character, and to break out of the mold, I went really cartoony. I need to break out of my box from time to time. After seeing Up, I thought I would give the look a shot. While this is a far cry from it, it's definitely closer than previous stuff. This is all about 2 hours of work. I started from a box and wend from there. I'm not normally a box modeler, but I really wanted a smooth surface that comes from "Catmull-Clarking" a box down. it's actually pretty easy. I would never do it for a complicated character, but for something like this, it worked great. The top montage is just a few morphs that I was experimenting with. This was all done in Modo 302...gotta love Modo!
Wednesday, June 03, 2009
Mr. SphereHead

Man, it's been too long since I posted. I need to get back on the horse and get some stuff up here. Dave Malan is putting me to shame. I really have loved getting back to more realistic stuff, albeit a little twisted version. I'm really trying to break out of the mold I'm made from - very academic. So the other night I was staring at Mel Milton's blog and got really fired up to go really stylized. This ZBrush head is NOT stylized like I'm talking about, but my next one will be, so stay tuned. And Mel, thanks for the inspiration! Truly amazing stuff!
Friday, April 03, 2009
EDGE LOOPS!!


Thursday, April 02, 2009
First Silo Model
Modeling a Cartoon Hand in Silo - Part 1 from Barry Zundel on Vimeo.
Modeling A Cartoon Hand in Silo - Part 2 from Barry Zundel on Vimeo.
Thursday, March 12, 2009
Old Game Art
Wednesday, February 25, 2009
My Current Demo Reel
Friday, February 13, 2009
Death Vegas is Live!

Well, it went live a few weeks ago. But I did all the character modeling and rigging. It was a really fun project to work on and especially to work with such great talent as Scott Stoddard, Adam Ford, Ethan Halvorsen, and Melissa Halvorsen. They are a great team with amazing talents and capabilities.
Monday, October 27, 2008
Maya Arm Rigging Tutorials
Oh, and by the way, if you join Vimeo (which is free), you can download the original video at the bottom right of the page.
Part 1 - Joints, IK, and Control Objects
Creating an IK Arm in Maya - Part 1 from Barry Zundel on Vimeo.
Part 2 - Forearm Roll Bones
Creating an IK Arm in Maya - Part 2 from Barry Zundel on Vimeo.
Part 3 - Finger and Clavicle Control
Creating an IK Arm in Maya - Part 3 from Barry Zundel on Vimeo.
Monday, September 29, 2008
3D Head...Part 2
I think there is a little bit too much in the hair, but it's going well. We'll see what happens next.





