scotteaton

Aug 162012
 

Scott's iPad Docking Stationstraight from the mold and put to work

The first artist’s proofs of the Venus of Cupertino are now coming out of the mold. Each piece is hand-cast and gently coxed from a finely detailed platinum-cured silicone mold. Ok, occasionally the gentle coxing gives way to yanking, jerking and pulling, but not every labor is easy! Check out these images of the Birth of Venus.

May 012012
 

Metal logo in Valve reception

I’ve just finished a fantastic, four-day intensive anatomy course for the artists at Valve in Seattle, WA. For those not in the know, Valve is the collective talent behind the Half-Life and Portal series as well as many other landmark games. A truly unique company with amazing artists.

-> VALVE

Apr 122012
 

ZBrush digital sculpture of aging man for Spaceman project

Here is a work-in-progress image from a collaboration with two old colleagues from my days at the MIT Media Lab. They are conceptual designers working on a project to visualize the effects of zero-gravity on human form. The exhibition will have many aspects but my contribution will be two life-sized 3d-printed heads showing the difference in form between a man raised on earth versus a man raised in space. The image above shows the man raised on earth. The next step is to reverse the effects of gravity and UV exposure, and then get these off to the 3d printer. More images coming soon…

Apr 122012
 

one of Scott's cyclops designs from Wrath of the Titans click for larger

OK, it may or may not be a quality movie but there are decent visual effects in there. The CGChannel website has an article talking about the visual effects behind Wrath of the Titans. I designed and sculpted the three Cyclops in the film and then nurtured them, like giant one-eyed children, through much of the post-production process. My design process is always firmly grounded in the plausibility of the anatomy I am creating and the cycloptic eyes proved an interesting challenge (with mixed success). Below are a couple images of the concept sculptures I create while working up the body types and personalities of the three Cyclops – the aged father and the two brothers.

studies in ZBrush for the Cyclops in Wrath of the Titans
click for larger

© Copyright 2012 Warner Bros. Entertainment Inc.
Mar 222012
 

anatomy for artists app - iphone, ipad, OSX

I have been busy over the past months revising and updating Jean-Antoine Houdon’s classic L’Ecorché sculpture for the soon to be released iOS App of the same name. The app is a collaboration between myself and legendary character sculptor Michael Defeo. I will post more on the app, including some behind-the-scenes ‘making of’ videos, soon.

Until then, please check out the app’s Kickstarter project for more information.

Mar 192012
 

male figure sculpture from Zbrush

The next session of the Digital Figure Sculpture Course is getting ready to start on so I thought I would post this image from the culminating exercise and also talk a little bit more about the philosophy and goals of the course.

Simply, the goal of the course is to teach students how to create more naturalistic figure sculptures. Too often artists struggle to breathe life into their figures and are left scratching their heads as to what went wrong. There are many stages where things can go off track but most often it is inexperience with anatomy, planes, volumes, and proportions. Everyone wants to jump straight in and put muscles onto their sculptures but in their zealousness they forget the critical construction and proportions that hold things together. The course guides artists through the entire process.
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Mar 192012
 

Refining the Figure Sculpture in ZBrush

The final week of the course covers the tools and techniques used to refine the figure in ZBrush. This lesson concentrates on refining small forms and plane transitions, but emphasizes correct placement and scale relative to larger forms and proportions. Finally, all good sculptures need to be photographed (rendered) and presented well to look their best so there is a culminating lecture on lighting and rendering outside of ZBrush. In this video Scott talks about the fundamentals of lighting and shows his rendering techniques in Maya and also gives a short preview of Luxion’s Keyshot renderer.

Dec 302011
 

sculpting hair in Zbrush

This week artists continue their full figure sculptures by sculpting the hands and hair. The techniques for refining the hands are largely a review of the workflows used in Week4’s exercise, but sculpting the hair in ZBrush is an entirely new topic. Sculpting hair is a very difficult thing because it requires a level of artistic abstraction to translate the flowing fibrous forms of hair into a tangible sculptural surface. Because the process is so intangible every artist eventually develops their own style for sculpting hair. This week’s lessons show Scott’s approach to sculpting hair in ZBrush. They cover his tools and techniques for general hair sculpting, how ZSpheres/ZSketch can be used for hair, and also how the new DynaMesh features can be used to create interesting, complex styles. (and yes, the model does have a crazy double ponytail!)

Dec 292011
 

latest image of the venus ipad dock

My iPad docking station, the Venus of Cupertino, is hot off the press. If you missed the genesis of this project see the early sketches in the drawings section.

The Venus of Cupertino is a sculptural docking station inspired by the rounded forms of the ancient Venus figurines – a fertility goddess for the technology age.

With gentle hands, she will cradle your 2nd, 3rd, or newer iPad while syncing or charging. All cables are neatly routed through the base of the figure and are fully changeable to support future iPads. Each Venus is hand cast in museum-quality resin and available in a selection of finishes.

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PRICE: $199 USD
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Dec 192011
 



I am just back from a fantastic week of anatomy workshops with the character team at Rocksteady Studios, the creators of the wildly successful Batman: Arkham Asylum, and Batman: Arkham City games. Over five days we covered a lot of territory, going deep into human anatomy and portraiture, including some inside secrets on facial anatomy. While I was there, the Joker took home the “Character of the Year” award at the VGAs! Congratulations to the team at Rocksteady. I think there are a lot of people looking forward to what you do next (no pressure)!