This page contains images and disclosed commentary about my work in progress. When these projects are completed they will be moved to their respective categories in the main galleries. If you have any questions please feel free to email me. Otherwise, thank you and enjoy.

 
     
This is the pre-final sculpt for Princess Jasmine. I might want to do a few touch ups later but it's pretty much done. Soon it will be time to pose her and let Mental Ray take it the rest of the way.
Emmanuel C. Flint - September 17, 2014 @ 04:18pm

I am doing some exploration of Disney Characters this week. Just something for the old portfolio in case I get some toy makers on the line.... asking for some printable characters and -ish. Oops Jasmine, I didn't mean to spy on you while you were being sculpted (LOL!).

Emmanuel C. Flint - September 16, 2014 @ 08:13pm

This is my final Donald Duck Sculpt. About to render this dude in Mental Ray for Maya.
This is part of the developing cartoony element for my portfolio. It's just a Disney style duck. Might end up being Donald Duck.
Emmanuel C. Flint - September 14, 2014 @ 11:21pm
Added more details as seen in the image above. Now it's time for some low poly modeling to make the game ready asset.
Emmanuel C. Flint @ September 11, 2014 4:55 pm

Added the helmet. After adding the zipper and the tread to the boots, I should be ready to head into low poly work sessions.

Emmanuel C. Flint @ September 10, 2014 3:09 pm

Finished up the head sculpting along with some other portions. Next up is the zipper construction, along with the addition of a treated (damaged and aged) set of goggles and the helmet.

Emmanuel C. Flint @ September 9, 2014 7:29 pm

Currently working on detailing the face in a manner which will make the necro-flesh more evocative. This looks like it's on the right track. I should be able to wrap it up on this portion of the character tomorrow and move onto the hands tomorrow - to make them look more decayed.

Emmanuel C. Flint @ September 8, 2014 7:13 pm

After assembling all the pieces back together I got rid of the majority of the character's body and kept the essentials, since the suit covers almost everything. Now, I'm really diggin' into getting that necroflesh feel on the zombie's heads and soon the hands.

Taking the weekend to deliberate about it while doing some cooly-hi-harmony. Later...

Emmanuel C. Flint @ September 5, 2014 5:33pm

Created the boots, the laces and other details. Also placed pants pockets with a leg sash for accessories. Tomorrow I refine it all and start on the belt buckle area. Perhaps some work on the zombie's face to make him look more DEAD! LOL

September 4, 2014 @ 5:12 pm - Emmanuel C. Flint

Finalized the vest and moving onto the pants. September 3,2014

Getting close to finishing the shirt and soon I'll be working on the pants.

Emmanuel C. Flint @ September 2, 2014 4:44PM

While working the last of the zombies series for Ominous Entertainment (formerly EXM Games) I strive to sculpt some kick bu$$ SWAT gear. The image above is a SWAT vest that I was sculpting today. Soon, I'll have all the gear sculpted and ready for low poly baking. More updates will follow.

Emmanuel C. Flint @ September 1, 2014 6:54PM

 

Remember that beast of a tank that I posted in the 3D Modeling Section a while back? Well now its in low poly and still lookin' awesome. This shot features how the low poly model looks with Normal Mapping and Ambient Occlusion. Diffuse, Specular and Emissive are next, before I port this metallic beast to UDK! Each texture is 2k, by the way (A 2k occlusion map and a 2k normal map for everything - treads included).

Emmanuel C. Flint @ July, 29 2014 7:30 pm

Now that the high res sculpt of the Virtus Tank is done I am creating low poly assets for everything in 3dsmax. The ambient occlusion and normal map baking should turn out great! Can't wait - it's so cooooool!

Emmanuel C. Flint @ July, 24 2014 11:50 am

Just sculpting a grenade in Zbrush right now, as I am nearing some compleition on other projects. It's all good though; this pinecone grenade will eventually be used to create a low poly game asset. It's just one of those things you have to try and create in CG to prove that you've got the stuff to hang with the pros.

Emmanuel C. Flint @ July, 20 2014 7:58 pm

Almost done with this one and soon I can start modifying it to meet the specifications of other zombies that are needed for the feature that I am working on with Ominous Entertainment (an indie game team).

Emmanuel C. Flint @ July, 15 2014 6:30pm

Here is an assembled collage of the current progress. I am pretty much wrapping up all the detailing and am ready to give all the geometry a once over for integrity. After that It's time to wrap it up and use decimation master for making a combined mesh that I can use for creating a low poly asset in Maya.

Emmanuel C. Flint @ 10:23 pm July, 11 2014

Ok - Now, I'm getting to the really good stuff! As you can see here I added panel divisions and details to the tank base structure. In addition to this I added some structural rivets. Next, I'll be working on finer panel lines with some sub-rivet holes in various locations. After that it'll be time to put everything together, decimate, and create the low poly game asset.

Emmanuel C. Flint - July, 10 2014 - 6:40 p.m.

Yeah, yeah happy 4th of July and in the spirit of Independence let me work on my freedom fighting kick arse tank, why don't I ?! Yup that's right - today I was adding some paneling and refining a lot of the kinks on some of the surfaces of this beast. Gonna add more awesomeness of course. See ya, I'm off to see some pyrotechnics.

Emmanuel C. Flint - July, 4 2014 - 5:17 p.m.

Today I built the underbelly details to support the visual impact of the tread system, for a more realistic look. Next seesion I will address the sections of the tread pit that are overlapping (as I've marked in the image.) After that I can start with finalizing various details like adding rivets, scribe lines, etc.

Kind regards,

Emmanuel C. Flint 7/2/2014 @ 3:15pm

 

This is the previous games asset I displayed in the Zbrush environment. Here you see it fully textured in Maya openGL (simple viewport with hardware shading). Next it's off to UDK. In the material editor for UDK. I will be making the emissive portions of the missile parts glow in and out. Cool huh? When I have a chance I will be rendering these with the other icons I am working on for EXM Games.

Emmanuel C. Flint - June, 17 2014 - 10:15pm

Added a closeup shot

Emmanuel C. Flint - June, 18 2014 - 10:15pm

I made these changes last Friday (June 14, 2014) >> As I begin to wrap up the overall first pass of modeling I am making some detail adjustments to various parts. Some of these changes show fealty to the concept and some don't. This time I added some side panels to the indenton the turret side panel. The lid has some more embellishment on the top of the cannon turret as well. See if you can tell the difference. Next week I should be working on the front of the bottom front of the main tank chasis, along with the underbelly.

Emmanuel C. Flint @June 15, 2014 - 12:20 A.M

Hey ya! I'm back on theV-tank and it's going great! Today I added more details to the front, back, barrel, and then some. Will be back at it for the rest of the week until I can start adding the panel lines, next week perhaps. This thing's gonna render awesome with some Ambient Occlusion and the Low poly is gonna rock!

Emmanuel C. Flint @June 9, 2014 - 3:37 P.M

This is another in-game asset for the soon to be released EXM Games. I wonder what it's suppose to resemble that has to do with gaming in general? Hmmm......?

Emmanuel C. Flint @June 10, 2014 - 3:30 P.M

This is another in-game asset for the soon to be released EXM Games >> FPS >> titled Slaughter Maze. Hmmmm... something tells me that Slaughter Maze is gonna be a really good game. Ya dig what I'm saying?

Emmanuel C. Flint @June 6, 2014 - 2:30 P.M

   
 
 

This is a classic build of an in-game character in opposed to the upgraded build that I have here >>> CLICK TO SEE<<<. It looks like a really good option to have both types in the game. I created both in Zbrush and then did the low-poly work in Autodesk Maya.

Emmanuel C. Flint @ June 6, 2014 - 2:30 P.M

Update for May 27, 2014.

This update is for the tank tread - I constructed the prototype piece and Maya and did an animation snapshot in order to get the circuit. I still have some minor teaks to do but when it's done I will combine the treads with the tank below. Emmanuel C. Flint @ May 27, 2014 -3:53 P.M

Update for May 21, 2014.

Yeah come get some! That's what I like to see in a CG model -> More and more detail! This is the most recent addition to the V-tank. I added the tire pit, the shock mechanisms and then the wheels themselves. In a while I will create the tire tread after making some structural changes to the tire-pit along with the under-belly of this mechanical beast.
Emmanuel C. Flint @ May 21, 2014 -1:19 P.M.

Update for May 20, 2014.

Starting to work on the lower sections. Soon, I'll be working on the treads in Maya with an instance along a path for duplication. I will also be adding the shock mechanisms in the wheel pit too. Pretty soon all the major forms will be completed and then I can start on the first detail pass for paneling. That's going to be FUN!!!! When it comes to the "insane attention to detail" requirement on a 3D Modeling job - dude - I'm there!!!
Emmanuel C. Flint @ May 20, 2014 -1:02 P.M.

Update for May 15, 2014.

In the last couple of days I added some side panels and the rear vents. There are a few cuts in the main body that I added as well.
Emmanuel C. Flint @ May 15, 2014 -6 :30 P.M.

Update for May 13, 2014.

Emmanuel C. Flint @ May 13, 2014 -1 :40 P.M.

Update for May 6, 2014. Getting close to the finish line!

Emmanuel C. Flint @ May 6, 2014 - 6:03 P.M.

Update for May 5, 2014. Looking Good!

Emmanuel C. Flint @ May 5, 2014 - 2:57 P.M.

Another update for the tank. It's beginning to look at lot like wartime!!! I have more work to do on it though. But it looks nice right?

Emmanuel C. Flint @ May 2, 2014 - 6:31 P.M.

After about 20 hours into this project I am doing some nice sculpting in zbrush using the very simple base geometry I created in 3dsmax. Most of the work was done using booleans and Dynamesh tactics. There is a long list of subtools in the mix but I can handle it. More updates coming soon! ;)

Emmanuel C. Flint @ April 30, 2014 - 2:05 P.M.

The V-Tank from Network (Virtus Studios)! This is a current project that I am working on. The previous two characters from January have been halted for now. I will continue with them later though. I am taking some time to model the concept in 3DSMAX for starters in order to rough out what will eventually be subtools in Zbrush. Yes, I'm going to do the high poly work for this tank in Zbrush 4r6! That way I don't have to worry too much about edge looping and beveling in a standard 3D app. Once the basic meshes are done I will export them all as .OBJ extensions and then Dynamesh them in Zbrush. This will allow me to work with them more intuitively in Zbrush to get nice hard edges, cuts and bevels. There will be a combination of techniques but mostly with, trims, slices, finely tuned masking that is worked over with hard surface brushes, etc. I'll post more results soon.

Emmanuel C. Flint @ April 17, 2014 - 1:36 P.M.


These are weapons asset indicators in their high poly form(s) for the FPS game titled Slaughter Maze. I decided to create Zbrush hi-poly sculpts for all of them and what you see here are two types. The one on top is a x-form ammunition icon and the one on the bottom is a keycard. More to come soon. Later, for now. ;)

Emmanuel C. Flint @ May 1, 2014 - 1:45 P.M.

January 27, 2014 - Work in Progress - 8:31 pm

Ok it seems that my portfolio could do good with a few devaiations from the realism that permeates it in regards to 3D modeling, texturing and or digital paiting. I'm going to try making some liitle cute characters or perhaps the type of characters you would find in an animate like Dragon Ball Z or something that is drawn in the SD style (Super Deformed).

Kind regards,

Emmanuel C. Flint

www.digitalflint.com

 

 

Just the other day I started with a character concept design in zbrush. I wanted to design some type of Japanese oriented character that looked like he was a fighter or a sumo or something. It's still up in the air as I dabble with the zbrush tools and move some points around on this thing, but I think as I freestyle on this sculpt something good will come about. Right now I am only at Subdivision Level 2 and it seems ok. You can actually see a rough delineation of the samurai hair along with the subtle bulky muscles that you often see on sumo characters. This should be a fun one to work on and it should be done soon. Per the concepts that were discussed in the book "How to Beat Realtime Copyright Infringers," I will be doing a realtime record of the entire process and perhaps one day I will release a tutuorial video for freestyle concept development in Zbrush.

Stay tuned for more on this guy soon.

Thanks,

Emmanuel C. Flint @ January 27, 2014

As for this one it is another freestyle character development ensample. I started out with cute intentions but as time went by - not so cute; in the end I arrived at this hovering demon type of character. I know that you've probably seen characters like this before, but when I am done this one will have my special touch on it - in the armor and texturing especially. Keep tuned ---

Emmanuel C. Flint @ January 27, 2014

 
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