Contact Information

Email - Duylinh.Nguyen@gmail.com
Google Voice - 415-613-2177

Saturday, December 20, 2008

Sketching!!


Thursday, December 18, 2008

Korean Girl

well.. I got bored today and decided to do a painting of this Korean girl using Photoshop. The main brush I used was the calligraphy brush.

Saturday, November 22, 2008

quickie sculpt in Davis

I went over to Davis to visit a good friend of mine. She just took a nap, so I decided to go and make a quickie sculpt while I wait for her to wake up again. haha. The base mesh was created in Maya and the sculpt was done all in Mudbox 2009. I think I've gotten the hang of the new tools in Mudbox. It's pretty neat and runs much better on my machine then ZBrush 3.1 is. I can push more poly's and all in all everything runs much smoother. I guess I'll actually finish this guy up and texture him and everything. I'm just getting tired of these gray untextured heads now. haha. I'll probably do the render in max or something, because it just renders faster.

Monday, November 10, 2008

Mudbox fun!!!

I was teaching some of my buddies some stuff in Maya a little earlier today and decided to work on a Mudbox sculpt while they were modeling stuff with some of the new stuff they had just learned.

Wednesday, October 29, 2008

random quickie sculpt

Well, it's been a while since I've done one of those random quickie sculpts, so I decided to do one today. I started off with the very basic box shape like I did for some of my previous pieces. This is what I have currently after about an hour of work.

Friday, October 17, 2008

A quickie painting

So I made a quickie painting for Kumoko today, because she's been so kind and made a bunch of drawings for a lot of people.

Thursday, October 16, 2008

ReTopology

Here's something I started on yesterday and should have done later today. I took the sculpt I made from Mudbox and took it into ZBrush to do my retopology.















Saturday, October 11, 2008

Maya 2009

I just recently got my hands on Maya 2009 and it has been pretty sweet so far. I've even made several tutorial vids to help everyone get accustomed to some of the new features found in Maya 2009.

Selection Tools
http://www.screencast.com/t/q2SEAYhVA

UV Mapping
http://www.screencast.com/t/il2RqWGJi

Thursday, October 9, 2008

Monday, October 6, 2008

CGTalk HMC#17 Starwars Steampunk

I decided to enter the Starwars Steampunk Hardcore Modeling Challenge on CGTalk. I started modeling the character yesterday and got a decent amount of the head done. The concept was supplied by Matthew Waggle (FirstManOnMars.)

Concept by Matthew Waggle:


My current work in Progress




Tuesday, September 30, 2008

A long day of test rendering

Today was a very very long day of test rendering. I seriously need a better machine if I'm going to do more of this hair rendering. haha.. Well.. I finally figured out the problem I was having with the hair. It appeared that a lot of the initial curves I had used were pointing in the wrong direction, so I just went through and flipped the curve direction. After that was done, most of the problems I was having with the hair went away. =) I then decided to work on a quick texture for the face. I got tired of looking at the gray face. After that I gave her some actual eyes and teeth color. Here's a test render I did along with the in viewport shot.




*Edit


Soo... I've finally figured a work around to get the same render quality I was getting with the previous hair but speed up the render time for my poor little single core machine. I basically have to cut down on the amount of initial hair curves I use, and in turn use more hairs per hair clump. This render has no AO applied to it like the previous render so the skin doesn't look like how I want it to.

Monday, September 29, 2008

Finishing up the hair

I've just basically rebuilt all the surfaces for the hair so it is more ideal for the hair systems. I'll basically be rigging these hair surfaces to allow the animator to add extra animation to the already preset hair dynamics.

*edit
Here's an update with the surface curves I used for the hair system and the actual hair system I'm using for the character



Sunday, September 28, 2008

A New Character

It's been a while since I made a post so I decided to make one today. Here's a new character I just started working on not too long ago. The head model was done in Max, upresed in Zbrush and taken into Maya to do the hair. I've included my shader network the head is currently using to render correctly in Mental Ray. I decided to unwrap just half the head and flip the UV's for the other half and have it overlay itself. Normally there are problems when trying to use this method to render, but there are ways around it. The easiest method is what I did in this setup. I'll have to change it when I get around finalizing it. Basically all you need to do is take the red(X) and Green(Y) channels and have them inverted for the second half of the face. Real time renderers do not require this, but being that I'm using Mental Ray, that was a requirement. What I just did here was inverted the red and green channels in photoshop and saved out a seperate normal map just for it. I'll eventually change it to a node based system while only using one normal map to save space. To avoid having any seam issues from using 2 misss fast skin shaders, I made them both share the same light map and node setup to create the first half of the face. If this is not done, there will be an apparent seam in the middle of the face. I unwrapped the face this way to avoid any stretching textures where the ears will be at.

I started the hair out in a similar way I did with the previous character head, but I've just gotten much faster at creating these curves. haha.. I should have the whole head filled with hair curves by the end of the day, but here is a preview of what I have in the viewport so far along with my UV setup.

*Edit
What you are seeing right now are nurbs hair on her head. I'll rebuild all the nurbs surfaces tomorrow and then duplicate all the surface curves to then apply hair systems to all of it. The reason I lofted the curves into a surface is because it is much easier to create the interpolated curves inbetween the two main curves using surface isoparms. Rebuilding the surface will allow me to tell it how many spans I want between each major curve which then allows me to simply select the isoparms and duplicate those surface curves.











Sunday, September 14, 2008

The Box Head

I've been checking out a lot of Alex Oliver's zbrush sculpts as of late and have always been astounded by how he manages to make such a basic box shape into a beautiful finished sculpt. So, I decided I should give it a try and post my progress here on my blog. Wish me luck!! I'm not even sure if I can do this yet, but hey, you never know until you try right?

Time 2.5 hrs
(my buddy Shon gave me a 4 hr time limit, then I complained, so he shortened it to 3. HAHAHAA!!! Sadly, my laptop got mad after hitting over 1 million polies =( . I guess it's time to get a new computer.)

Base mesh made in maya.