Showing posts with label ZBrush. Show all posts
Showing posts with label ZBrush. Show all posts
POSTED BY
Dave
on Tuesday, April 05, 2011
under
3dsMax,
Anatomy,
Lighting / Rendering,
Portfolio,
Sketch,
ZBrush
I've been spending some time lately doing arch viz, since it's really the only thing you can hope to get for freelance, and boy howdy, would I like some freelance. Anyway, after like 3 weeks of playing around with that stuff, I was DYING to get back into sculpting again, so I just kinda started doodling this. When I finished, I decided, "why not throw on a quick poly paint?" and so I did that too. After that, I thought to myself, "self, I've been spending a lot of time with Mental Ray learning how to light and render with physically based lighting, perhaps I should toss this dude into a scene" and so I did that too. All in all, I spent maybe two and a half hours on this, every moment of which was spent with me proclaiming "I'VE MISSED YOU SCULPTING!!!"
So in summary: bust of Kilowog - A member of the Green Lantern Corps. Modeled / textured / lit / rendered in about 2.5 - 3 hours, rendered in mentalRay. Feel free to C&C if you so desire, but like I said, this was just a doodle, and as such, there's not much chance of me going back to work on it.
Here's my latest work in progress. Sculpted over my lunches for somewhere around 3 weeks, on and off. I'm trying to decide on colour schemes and whatnot at the moment, then texturing will begin! I'll update again when there's something substantial to show on that front.
Forest Mage Sculpt
I've FINALLY done it. Steampunk-Man McGee is finally retopologized, and the normal and texture maps have been shifted over. I used this cool plugin for Max called Max_Retopo that shrink wraps any geometry you model around the high poly base. I've been using Topogun until now, but I think I'm gonna just start using this; it's easier, faster, and is one less program I have to deal with. Anyway, normal map and texture transfer accomplished with xNormal, and it also generated cavity and AO maps for me while it was at it. Finished mesh, with weapon and accessories weighs in at about 8500 polys. Production sheet below:
...Oh ya, the astute among you will note that the image above implies boylie3d.com to be a thing. Well, it totally is. It's my shiny new portfolio site, though I am already trying to sort out how to do the thing properly from scratch (this one was made with the free service Weebly, which is awesome if you're trying to get a site up in a hurry.)
Anyway, that's about it for now, I'm trying to sort out what I wanna do next. Hmm.......
Steampunk Dude - FINALLY FINISHED!
Texturing is now finished on most of my model, so I though I'd post another update. I just have the hard surface stuff left to do and it'll be done. I'm also about 1/3 of the way through retopologizing him, so hopefully I'll have a finished, game ready model in the next week or so.
I did a shader test for the head using the 3 point realtime viewport shader. Check it out after the jump >>
I did a shader test for the head using the 3 point realtime viewport shader. Check it out after the jump >>
Steampunk Dude - Textured (mostly)!
My newest project, made (for the most part) in ZBrush 4. I didn't really use a ton of the new features, but what I did have a go at was pretty impressive.
So I don't remember what kicked it all off, but I really wanted to do a steampunk character all of a sudden. I still have to give him hair, but I figured hair cards would be a lot easier then trying to do any kind of ZBrush wizardry to try and get it looking good. I'm texturing / retopologizing at the moment, so I'm hopeful that I'll be finished within the next week or so.
Steampunk Character Project
I should really move on and start doing studies of other parts of the body, or maybe cloth, but oh well. For now, you get another bust. Did this one as a test in ZBrush4. It is awesome by the way, just in case you didn't know. Also a bit of practice for texturing, since I never end up doing them... Anyway, more to come soonish, model sheet after the break, etc, etc, etc.
Yet Another Head Sculpt
So first of all: first new post in forever. Sorry about that. I am working on a new big project; I'll post that when the sculpt is done. In the meantime you get this.
I played way too much Red Dead Redemption when it came out, and decided to model Marston. I ended up making his face kinda more muscular then it should be, and I'd planned on doing the hair in max, but well, you can see that didn't happen. Rather then have this model disappear into the ether, however, I've decided to post it here in it's current state. I plan on going back and at least finishing the sculpt when I'm done my new project, but well, I plan a lot of things... We'll see how it goes.
I played way too much Red Dead Redemption when it came out, and decided to model Marston. I ended up making his face kinda more muscular then it should be, and I'd planned on doing the hair in max, but well, you can see that didn't happen. Rather then have this model disappear into the ether, however, I've decided to post it here in it's current state. I plan on going back and at least finishing the sculpt when I'm done my new project, but well, I plan a lot of things... We'll see how it goes.
Johnald Marston
Me and my pals Don and Nate have decided to start making a game in our spare time. We are going for a more exaggerated style for the characters, so this is one of the concept sculpts I did (I sculpt better / faster then I draw). This dude is meant to be a kind of tall and lanky guy, but the plan is to have a few other body types in here too. Anyway, we're just kinda in the "hashing out the details" phase, so lots left to do before I'll have anything finished to show.
New Game Concept
So I haven't traditionally been so great with likenesses. I've started to focus on that, in an effort to improve. This is one such sketch. Angelina Jolie bust; done in about 2 hours, since, like I said, I suck at likenesses at the moment. I'm quite happy with how it turned out.
Likeness Excercise
A work in progress of the newest character I'm working on. I'm starting poly painting today, and I'll post again when that's done. The hands still need some work, but I'll come back to them a bit later. I think all told I've spent about 15ish hours on this so far.
Barbarian WIP
...It was a monster sketch!
A challenge on the ZBrushed forums - "Cute Monster". This was my entry. I spent around 3 hours on it. I'm quite happy with how it turned out, given the amount of time I had to work on it before the challenges deadline (it was a weekend challenge, but I only had a few hours Sunday to work on it).
As an aside, I'm working on my next big project, and it's almost done. I'll post soon, when the sculpt is finished. Stay tuned!
It Was A Sketch...
So my friend Dave Dind was showing some work at the Toronto ComicCon this weekend and ended up snagging like a ton of magic card packs. He gave me 3 of them, cause I was looking to learn how to play. As I was checking through the cards I got, I saw this "Diabolic Tutor" card, whose art was pretty badass, and so I did the bust over lunch. Total time was probably about 40 minutes.
Diabolic Tutor
Bust done over the course of a few hours today. The initial design was based off an image I found on the internets, but I can't seem to find it now... Oh well. I kinda think he turned out as some kind of amalgam of Wrex and Boss Nass. Anyways, ZBrush character sheet after the jump...
Alien Bust
Done today over my lunch hour. I've been working on sculpting more female characters; for a while they were all pretty dudesome.. I think I'm finally catching on though.
Quick Sketch
POSTED BY
Dave
on Tuesday, February 02, 2010
under
3dsMax,
Anatomy,
Photoshop,
Portfolio,
Sketch,
ZBrush
Another lunchtime project. Started as just a quick head sketch, but I decided to texture it. Made in ZBrush, textured with ZAppLink and just good old fasioned Photohopping too. Rendered with Mental Ray in 3dsMax. It took altogether maybe 3 hours.
Hit the jump for a back view and turntable animation...
African American Male Bust
My newest project. An anatomy study based off the classic Greek sculpture "Farnese Hercules". Fans of the show "Arrested Development" will also take note that Herc here has a bit of a medical condition: He's a nevernude. I know, weird right?This was made over my lunch breaks for about 2 weeks or so (Christmas break messed up my count). Special thanks go to Goran Zovkic for the inspiration on the cutoffs.
Hit the jump for more renders and a turntable video...
Nevernude
When Life Gives You Lemons...

It is finally done. The saga comes to a close. Check out my finished hulk sculpt and tell me what you think. Total time came to roughly 20 or so hours I think. Big thanks to Garrett Hanna and Behram Khoshroo for all the help with the anatomy stuff.
So now that I'm finished, I have to find something else to do; my next project. I'm thinking I should probably just do a straight anatomy study, and maybe after that, maybe Batman? He's pretty much my favourite. We'll see how it goes. Anyway, check out the pile of steamy render goo below to see him in a few other angles:
HULK SMASH!!!

Spent some time tonight to add the muscles to my skull. I've gone this far, maybe I'll just go ahead and add the skin layer while I'm at it.
Skull Study - Now With More Muscle!












