1. #61
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    great thread!

  2. #62
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    really cool sculpt. kind of reminds me of this guy:

    http://images.zap2it.com/images/celeb-74156/bob-balaban-1.jpg



  3. #63
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    great stuff, that last one has such a cool flow and form design to it
    eye area is super cool
    Last edited by Dman3d; 11-11-11 at 06:12 AM.
    Dustin
    .:|Sketch Book |:.



  4. #64
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    Thanks again fellers!

    I forgot to post the sample of the tutorial I did for the lighting rig of the giant when I posted the renders.....

    purchaseable 1hr45m tutorial on www.cgnuggets.com



    more stuff coming soon....
    Last edited by sandpiper; 11-11-11 at 08:55 AM.

  5. #65
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    Default New ZBrush Master Series



    A little description about my first ZBrush Master Series:





    cmiVFX Releases New ZBrush 4R2 Character Creation Training Video

    High Definition Training Videos for the Visual Effects Industry

    Short Description – The Sharkyan: Inventing Creative Characters


    In this video, we will be diving into the world of creating highly detailed characters. To start we will create a block of digital thumbnails. Then we enter ZBrush 4R2 where we will discuss using new features mixed with traditional sculpting techniques that will enable us to create new characters quickly.


    Here at cmiVFX we maintain a current training library for the latest versions of popular software titles. When it comes to high end CG and VFX training, there is only once choice... cmiVFX!


    Don’t forget about the cmiSubscription plan! Get one today. cmiVFX launched the most affordable subscription plan in Visual FX Training History for only $299 USD, and if you were a subscriber, this New Training Release would already be in your account. This video is also available a-la-cart in our brand new HTML5 player system.


    |||||||||||||||||||||| The Sharkyan: Inventing Creative Characters ||||||||||||||||||||||


    http://www.cmivfx.com/tutorials/view...acter+Creation


    Chapter Descriptions

    Chapter 1: Generating Quick Thumbnails


    This first chapter we’ll utilize a fun and free online doodling program called ScribblerToo to create some basic thumbnails for character ideas. We will go over what thumbnails are intended for and how they really help to kick off the design phase.


    Chapter 2: Thumbnails to Concepts


    Once we have a good variety of thumbnails created, we can then open them up in Photoshop to create some quick line art to describe basic forms and possible design features for our character.


    Chapter 3: ZBrush 4R2 Intro


    Now that we have our basic design thoughts roughed out, we can move into our favorite program for sculpting characters, ZBrush 4R2. Before beginning The Sharkyan, we will discuss my favorite brushes, alphas, matcaps, and keyboard shortcuts, among others. Also we will have an overview of the basics of interfacing with your object.


    Chapter 4: Dynamesh!


    An exciting new feature introduced in the 4R2 release, Dynamesh gives us the ability to not worry about topology at all and just focus on creating our character in a very intuitive and streamlined way. We will use it to take a sphere and turn it into a simple t-pose mesh that is ready for refining. Introducing Dynamesh into your workflow will improve your process in such a dramatic way.


    Chapter 5: Blocking


    This is the meat of the character sculpting process. Having a focused attack on building up forms is key for good character creation. We will focus on adding important shapes, utilizing both human and shark anatomy, and go over how to start implementing certain design features that will give it the personality and demeanor that starts to breathe life into The Sharkyan.


    Chapter 6: Adding Silhouette


    It’s always important to make an interesting silhouette so your character will pop off the screen. In this early process of getting The Sharkyan off the ground, it’s never too late to add silhouette adjustments that reinforce overall design intent and make it a stronger piece.


    Chapter 7: Exploring Head Designs


    The face of any character has so much to do with it’s personality and attitude. Using layers, we will explore a few head design possibilities and show off what mixing layers can do for design discoveries. This will segue us into the next dvd in the series where we finish out the detailing and final sculpting on The Sharkyan.


    About The Artist


    Jesse Sandifer is a self-taught artist who started out his career creating architectural illustrations but switched over when he found his true love in entertainment art. He has co-owned a small boutique studio, Green Grass Studios, in Dallas, Texas for over eight years. Along with Green Grass, he now runs and directs Chickwalker, a new company that focuses on creating high-end characters and concepts to the cg art industry (http://www.chickwalker.com). His everyday duties include high-poly 3D sculpting, texturing, lighting, and rendering for concept design, look development, production-ready assets, illustrations, and 3D printing.


    Clients and projects vary widely in an array of markets and include Hasbro Toys, Fox, Warner Brothers, Zynga, Autodesk, Shadows in Darkness, Mandalay Films, ReelFX, and the NBA Dallas Mavericks.


    In his off-time, he enjoys working on his personal art, playing disc golf, and making ice cream. Of course, this is when he’s not spending loads of time with his wife and three young children. Jesse teaches monthly subscription-based tutorials for people interested in becoming better character artists at http://www.cgnuggets.com. He also teaches intermediate Mudbox classes for The Rydan Workshop, an online cg training school.


    personal website: http://www.jessesandifer.com


    Quote from the Artist:


    “Although the character process is somewhat linear, what's cool about the new way of using Dynamesh for creating characters in ZBrush 4R2 is that you can literally start off with a sphere and create a character like The Sharkyan. I created this model to about 75% in about 2 hours and never had to worry about adding more base geometry for fins or the tail. That's why I’m able to teach in real-time for this project, no timelapse. In the end, for character creation, it's all about how sharp and professional the final product looks and how efficiently and quickly you can crank. That's what I'm trying to describe in this series.”


    Project Contents


    All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how you’re feeling, cmiVFX will be there waiting for you!


    This video is available today at the cmiVFX Store: http://store.cmivfx.com/


    About cmiVFX


    cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for FREE and receive hours of FREE content at the cmiVFX Video-on-Demand Player. ( http://store.cmivfx.com/login ) For additional information about cmiVFX, visit http://www.cmivfx.com. © 2012 cmiVFX | cmiStudios. All rights reserved.



    Last edited by sandpiper; 01-07-12 at 02:58 PM.

  6. #66
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    awesome man!, think i'll have to check it out , just curious, is there going to be a huge gap between Volumes?

  7. #67
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    Nope! I plan to do them back-to-back. I'll be recording Volume II immediately...

  8. #68
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    New Thread and cool stuff around here Jess !
    Nice to see how you really improved your skills !
    I am still jealous !
    Keep the good work mate !

  9. #69
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    Thanks gpepper! Hope you're doing well.

    Here's a screenshot of one of the characters I worked on recently for Zynga's Castleville. George the friendly miner!


  10. #70
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    Really cool thread you've got here!
    And George is just awesome!!
    Happy ZBrushing! Greetings, Dominiek D.R.



  11. #71
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    this really gooood an clean !! great work, ist done entirely in zbrush? (i do ask this Qu. alot in this forum, i just need to know how good can i get in zbrush)

  12. #72
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    Default Could you share the process....

    Please??
    base modeling, sculpting etc.?

    Thanks.

  13. #73
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    Silo: Thanks! This was initially created in 3dsmax to get the basic mesh going. Then the remaining 90% was done in ZBrush. This could have all been done in ZBrush of course but I choose to recycle/kitbash previous characters with clean topology to keep the pipeline moving. Zynga's got some tight deadlines!

    selahpoetic: Pretty typical workflow, just created a clean model and then worked on getting exaggerations and details in cartoon form. Soft, non-linear type lines to match the concept art I was given and that's pretty much it.

  14. #74
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    Default Hard Surface project

    Latest video for the CGNuggets thing. **For those interested**

    This is just a sample of the full length video -



    just started refining the head and we'll be working our way down and adding more details along the way:

    Last edited by sandpiper; 01-27-12 at 07:37 AM.

  15. #75
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    Red face

    LOVE the fur and hair on your barbarian. (You don't need no stinkin' FiberMesh!)
    Last edited by kevphil; 01-27-12 at 06:28 PM.

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