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THE STUDIO// Artists e-learning sessions & tutorials
 
Colin Thomas
Hi, my name is Colin Thomas and I am currently a character artists with over 3+ years of industry experience. I work full-time at Insomniac games Los Angeles working on OverStrike Insomniacs next AAA game project. Over the past three years working for Insomniac I've contributed high quality character models for both cinematic sequences and ingame.

When i started insomniac as a jr. character artist I was given a rare opportunity, I was responsible for creating all the main NPC characters for Insomniac's Resistance3 cinematics, and was also responsible for a few boss characters/weapons and random npc's within the game. I am truly thankful for such an opportunity and attribute it to the quality I put forward and strive for within my art. I continually research In my spare time to expand my creative knowledge and keep my abilities sharp.

Applications: Autodesk Mudbox, Autodesk Maya, Adobe Photoshop
Creative Fields: Character Design, Concept Art, 3D Modeling, 3D Texturing, Digital Art
City: Los AngelesPersonal Site: www.muditup.com
Location: USAWork URL: http://www.insomniacgames.com/
Experience: 4 years, 3 monthsFacebook:
Employer: Insomniac GamesTwitter:
Title: Character ArtistLinkedIN:
Status: AvailableOther:
title: Creature Design with Mudbox
price: FREE
start date: Mar 6, 2012
followers: 199
total comments: 11
applications: Autodesk Mudbox, Autodesk Maya
-Shout out to Carlo Arellano for letting me use his concept. He was kind enough to let me use the concept of his alien hexapod for this tutorial. -Although I cover briefly the Mudbox UI, this tutorial assumes you have a basic understanding of Maya and the sculpting process whether it be Autodesk Mudbox or any equivalent programs. - This tutorial Isn't meant to be an end all be all to the sculpting process... its just one way of taking a character from a concept to complete. A lot of times you’re given an image without additional views and you have to be able to take that and be able to translate that into a full 3D model. That means figuring out what the back of the model looks like and creating a design around that limitation. Being able to do that is an essential part of being a character artist and one that can help you grow as a modeler. During heavy production concept artists are usually overwhelmed by the amount of things needed to be designed for an entire universe, so you wont always be given a 360 of every character that needs to be created.