Jun 172013
 

I am just back from a great visit to Ubisoft’s Toronto studio where I ran a two-day facial anatomy masterclass for throngs of their artists (animators, riggers, concept artists, and character artists), followed by a day of intense portraiture and facial expression sculpting in ZBrush for only the character artists. Over the three days we covered a lot of juicy facial anatomy stuff, all of which will be covered in my upcoming online course. So if you are interested in a deep understanding of portraiture check back soon (or join the newsletter for announcements).

TIMELAPSE VIDEO

I get a lot of requests to post more ZBrush timelapse sculpting sessions on my website, so here you go, straight from the Toronto workshop. Continue reading »

May 292013
 

3d Artist cover, Scott EatonI am a little embarrassed by the attention but there is a seven page interview with me in Issue 54 of 3DArtist magazine.

I talk about art, design, visual effects and the importance of artistic fundamentals (drawing, anatomy) to the creative process. There is also a bit on ZBrush technique, 3d printing, and a peak inside one of my sketchbooks from War Horse.

3d artist interview, Scott Eaton

May 022013
 

zbrush sculpture of Prometheus

The Winter session of Digital Figure Sculpture starts on June 27th. This course covers the critical foundation necessary to build naturalistic figures in ZBrush, including all the tools and techniques that I use day-to-day in my own figure sculpting – both on my art projects and on feature film characters.

Over ten weeks artists get a chance to hone their skills by completing numerous weekly figure studies and one detailed full-figure study. The course reinforces the importance of anatomy as the critical foundation for building realistic figures and shows practical construction techniques for applying this knowledge to figure sculpture. The goal is for every artist on the course to increase the realism and naturalism of their figurative work in ZBrush.

For more information and registration see the Digital Figure Sculpture course page here.

Apr 272013
 

I am just back from giving an intense but enjoyable week of anatomy masterclasses to a talented group of artists at Sony’s Santa Monica studio. These are the guys and girls who have the enviable job of crafting the God of War franchise, a series of amazing games steeped in Greek mythology, a theme after my own heart.

Over four days I covered a ton of anatomy for the character artists, concepts artists, animators and riggers at the studio. But by late in the third day everyone was reaching saturation so we had a little fun trying to update my infamous Gallery Abominate with some of their work from God of War Ascension. The most interesting discovery from the week though: cervical ribs occur in approximately .2% of the population, and one artist on the course had this ‘neck rib’, making him officially a statistical outlier. Exciting stuff ;).

Jan 182013
 
Venus of Cupertino at the London Design Festival

The Venus of Cupertino, my iPad docking station, is just back from a busy week at the London Design Festival. She received countless oogles, smiles, and appreciation over the four days. She was even chosen as the top design at the festival by a prominent online design & lifestyle magazine.

Now that the Venus of Cupertino is almost all grown up, most future posts and updates on the Venus project will be found at: EATON.london There you can follow all the gossip, blogs, & tweets. And of course you can order her there as well!

click for larger

Dec 202012
 

I have recently returned from a great week of lecture and workshop at Ubisoft Montreal (legendary for their work on the Assassin’s Creed, Far Cry, and Prince of Persia series). The topic for the week was Portraiture and Facial Anatomy and we covered a huge amount of secret knowledge for constructing faces. If you are interested in going in-depth on ALL the important aspects of portraiture and facial anatomy for artists, then check out the workshop I run in London, OR stay tuned for the online course coming this Spring! Sign-up to the the newsletter to stay informed.

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
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© Copyright 2012 Warner Bros. Entertainment Inc.