Author Archive

Female Anatomy Study

This is a Female Anatomy Study I did loosely based on the Pin-up girls of earlier generations. Lo-Poly Base mesh made in Maya and detailed in Zbrush. Textures were made in both Zbrush and Photoshop.

Here is a Wire-Framed Render from within Zbrush

Mecha Armor – Work In Progress

Mecha Armor is a Character I began working on, but have temporarily abandoned for other projects. He is one I would like to come back too and complete, but this is what I have so far. The bust and all mechanical parts were modeled in Maya. Hope you like the bare-bones start.


Archangel

This is an Archangel. I created the entire piece inside of Maya and Photoshop, with only a small amount of help from Zbrush on the Head. This is a Hi-Poly work. I have also Rigged this Character for animation and have yet to post some of my Rigging images and some pose work. The wings, with all those feathers was a particular challenge… not to mention the multi-piece and cumbersome armor.

Hi-Poly Full Front Render with Wings Spread

Hi-Poly Mid Distance with Wings Folded

Hi-Poly, no wings or hair, armor is completed but no compositing here

This is the Hi-Poly Mesh completed, pre textures, lights, etc…

Some initial outfit sketches to get a sense of what I wanted this warrior angel to look like.

Male Anatomy Study

This is a Male Anatomy I built around the cannon of proportions for a Super Hero. Base Mesh in Maya and Textured in Zbrush and Photoshop. Zbrush was also used for the surface detailing.

From Hell

This was a rapid sculpt in Zbrush from a 3DS Max Base Mesh created.

Steve Buscemi

This is a bust started from a Base Mesh in 3DS Max and detailed in Zbrush.

Dog Demon

This is a Dog Demon idea I was messing around with. The base mesh is made in 3DS Max and the detailing is in Zbrush with a little hair/fur quickly drawn in with Photoshop. If I take this character further, he would definitely have “real” hair… not some quick draw over. Also, I kinda of picture some crazy WOW style armor… but we’ll see. Hope you like the idea anyways.

Medical Animation Tests

Blood Platelets Test

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Cell Samples Test

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I recently started using Cinema 4D for some motion design and medical animation stuff. I find it has a really fast and intuitive work flow for that type of thing. Previously I used 3ds Max for medical stuff, because it’s also really fast with great results, but you have to try new things to discover something great. Anyway, these are just a few stills from some very short animation tests I did for personal use. I used Coffee in Cinema 4D to create parametric DNA that follows and curve and can dynamically grow in length based on a value slider.

DNA TEST

VIRUS TEST

A small collection of animation from ’07/’08

This is a video containing a few snipets of animations I worked on around the 2007/2008 time line. Some stuff from THEmedia and a few other personal and professional projects. Not sure how I decided to include these pieces and not others, but anyway, I hope you enjoy it.

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THEmedia – samples of my work from 2007

Here’s a few stills from the animations that I did while at THEmedia in Vancouver, BC, Canada. I worked as a CG Generalist, directing, creating, animating, compositing and editing 3D shorts mostly for the medical industry. It was a great experience for me to work on every aspect of a production

Fighting Sushi ;)

This was a quick lunch time thing I made in a day or two… not much effort has gone into this at this point, but it has potential to be completed very nicely and used in a small animation. I wanted to do something like a short with some Fighting Sushi’s in a restaurant. Already have a script in mind and some of the other characters… would be hilarious…. jeez, why haven’t I done this yet???

Modeled, textured, rigged/bound, control system all built entirely in 3DS Max.

Like to get in touch with me?…

Adam Muratoff

3D Character Artist

adam.muratoff@gmail.com

Ph# – 604-866-1106

A little bit of history…

My name is Adam Muratoff and I’m a Character & Creature Artist working in Vancouver, B.C., Canada. I live outside of Vancouver in Mission with my wife Jude and our 5 year old Senegal parrot, Pablo and commute to work by train (West Coast Express). It makes for a nice balance of “city work life” and “country home life”.

For the last while I’ve been working as a Character Artist on a new Action Title called “True Crime: Hong Kong” over at United Front Games for our publisher Activision. Here I’ve been Zbrushing high res sculpts of primary and ambient characters, creating topology or re-topologizing geometry to be “engine & animator friendly”, and creating all Material/Shader Maps including hand-painting texture maps.

Before coming to United Front Games, I was working as an Art Director and CG Artist at Reinvent Inc. for a few years, producing interactive 3D multimedia, motion design & video editing, 3D character and set design and mentoring/directing my fellow cg artists. We were working on a feature film pitch for Legendary Pictures along side some great concept artists from Weta Digital. We also had a sister company that was in development negotiations to produce Virtual Worlds… an open world MMO concept. Prior to working at Reinvent, I worked at THEmedia, a full service, interactive agency, producing 3D animations mostly for the medical industry, but not limited to. I grew a lot as an artist while I was there, working under the direction of artists with massive amounts of industry experience in block buster film and AAA games (some of whom now have their own successful interactive agencies). I think the time I spent there was when I learned the most so far in my career and developed as an artist. I probably crammed 5 years of learning into 2 years of actual time, working day and night… I was really inspired to grow and suddenly things just started to “click” for me.

I’ve loved art and music my entire life, so I could never picture myself doing anything else… this is what I was born to do. My introduction to the area of CG design was somewhat nontraditional in the respect I was a flash/motion designer at the time when I first got my hands on 3DS Max and fell in love with 3D. From there, my focus shifted 180 degrees from interface design and scripting to 3D and I learned as much as I could by producing my own animated shorts, and growing from my mistakes. I had responsibilities that didn’t allow me to take a few years off and go back to school, so I took the initiative and did what I could on my own and with the help of the online community. A few years later Zbrush arrived on the scene and again my mind was blown away with what I could do and what I might be able to do. I’m still a hard core Zbrusher these days and couldn’t picture my work flow and pipeline without it, especially with each new release.

Around the time I really got going with Zbrush, I got a phone call from Electronic Arts and they were looking for Character Artist to work on FIFA 2006 & NBA 2006 for the not yet released Xbox 360. I fell over, picked myself up, checked to see if anyone was still on the phone and said “yes please”. I quite my other job that afternoon :) . Again, I spent day and night learning everything I could from the industry vets around me. I have to say the people there were more than generous with sharing their knowledge and experience with me and I soaked it up like a sponge. I loved my time there and wouldn’t trade it for anything.

When I got into design, it was an interesting time in the industry. The first Playstation arrived on the market, 3D was just becoming slightly more apparent in the films industry and the www was still a fairly new thing… man, I’m probably dating myself here, but I’m not that old. Seriously, all these things happened within around the last decade. I was really interested in producing flash/motion design and taught myself that along with a bit of programing and worked at various interactive agencies for a few years before discovering 3D and getting my phone call from EA.

I know this is just the beginning and I view art as a life long pursuit and I’m very lucky to have had the opportunities that I’ve had so far. There is no end to this story and I look forward to adding on to this over the years. Anyway, that’s me, hope you enjoy my work and thanks for stopping by.

If you’re interested in knowing more specifics about my career…

New website up and running… more or less.

Well it’s been sometime since I’ve updated my portfolio, so here it goes! Over the next few weeks I’ll try to post in some kind of chronological order of my career to get up to now. There’s alot that needs to be tweaked, touched up or simply added. I’m hoping the new and simpler layout will help me update more often and take this thing seriously ;p

Medical & Science Industry – 3D, Motion Graphics & Video

Here are some videos demonstrating my use of 3D, Motion Graphics & Video targeting specifically the Medical, Pharmacutical & Science Industries.

3D MOA Animation for ACUMENTIS – Rituximab.

3D MOA Animation for ACUMENTIS & ZYMO GENETICS.

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3D MOA Animation for NEUTRAGENA – Evolence.

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3D MOA Animation for ZYMO GENETICS.

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3D MOA Animation for ALLERGAN.

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3D MOA Animation for AMO (Advanced Medical Optics).

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3D MOA Animation for AMO (Advanced Medical Optics).

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3D MOA Animation of Myeloid Lineage.

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3D MOA Animation for ERTACZO.

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3D MOA Animation of Busulfex.

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Experienced - Character Artist | 3D Generalist | UI Artist | Multimedia Designer | All Around Nice Guy ;)

Adam Muratoff is a Character Artist and 3D / Interactive / Commercial Arts Generalist living and working in Vancouver, B.C., Canada in the Video Games, Film and Multimedia Industries. Adam performs Digital Sculpting, 3D Modelling & Retopologization, Texturing, Painting, Rigging, Animating, Particles, Dynamics and Rendering using packages such as Maya, 3DS Max, Zbrush & Photoshop. Adam has more than 10 years professional experience in Interactive Arts using tools such as Flash and AS2&3, After Effects, Premiere, Reason and Logic Pro and can contribute to most any project during any phase of production. Thank you for taking the time to view this portfolio. Although Character Art is the main focus of this site, there is much to see in the "Background Skills" section of this site as well. Hope you enjoy it and I look forward to hearing from you!