Posts tagged ‘zbrush’

March 21, 2012

Guy update

Just an update post about the character I’ve been modeling for the past months. I feel closer to achieving a good interaction between Zbrush and Max, but I don’t think it’s there.  The normal maps are creating a bit of noise (this render doesn’t have them) as the GoZ script imported them to Max.  Maybe I’ve to work more on my shadow and highlights in Z.

February 21, 2012

The Voodoo Master

The base model for this character was created by @zujuy. I just modified in some parts the geometry, the overall proportion of the head, arms, and created a new texture. Painted some skin details in the face, arms and legs, and tried to simulate some muscles in the body. This fella is going to be on a 3D/2D game I’m developing with some friends. I wanted to paint/sculpt more details on Zbrush, but he’s going to be too small on the screen to check out that kind of detail.  He’s also still in bind pose, except for the jaw and teeth. Done with Maya, Zbrush and Photoshop.

February 7, 2012

Character bust

Following up the Zbrush book I’m studying, here’s a character I’m modeling based on the reference material provided with the book.  I based the head geometry on a previously modeled shape imported into Zbrush, as well as the teeth. Both are from their respective artist (that the book provides).  The whole demon-head sculpt is being made following the steps of the author, with my own variations.

The folds of the face, the frontal, the nose and the muscles of the neck need refining. The cheek bone is still a little weird also.

January 31, 2012

Human head

This first human head study at Zbrush is finally finished. Still needs to be perfected, but I will keed studying the “Character creation” book, so I can try it again with new techniques and more advanced skills.

April 12, 2011

Mad bunny

Mad bunny update.  Texture made with Zbrush and Photoshop.  V-ray render.  Made for an Open Kinect project for the videogame studio Artefacto Estudio.