1. #121
    Senior Member Follow User Gallery
    Join Date
    Feb 2005
    Location
    Austin, Texas
    Posts
    407

    Default

    Totyo: Thanks! I don't need extra limbs to be fast man. I've got Zbrush

  2. #122
    Senior Member Follow User Gallery
    Join Date
    Feb 2005
    Location
    Austin, Texas
    Posts
    407

    Default Megaboss

    050 MegaBoss

    Minis of alien megabosses for the realtime, miniatures boardgame Project: ELITE by Artipia Games and Drawlab Entertainment.
    Modelng, sculpting, bashing, in Zbrush. Created for mass, plastic injection moulding production.
    These are to be produced as multi-part miniatures of perhaps 4-6 parts (limbs, wings, claws etc).


  3. #123
    Senior Member Follow User Gallery
    Join Date
    Feb 2005
    Location
    Austin, Texas
    Posts
    407

    Default ATS Universe

    051 ATS Universe

    Card artwork for the Among the Stars Universe by Artipia Games.
    Speed-modeled, 3Dbashed together in ZBrush.
    Rendered in Keyshot with ZB to KS Bridge.
    Paintover in PS.
    Time: 3-4 hours each.
    Wanted to try how Keyshot works out for this kind of thing. It sure was fast!






  4. #124
    Senior Member Follow User Gallery
    Join Date
    Jan 2013
    Location
    Southern USA
    Posts
    685

    Default

    Those images are gorgeous!

  5. #125
    Senior Member Follow User Gallery
    Join Date
    Feb 2005
    Location
    Austin, Texas
    Posts
    407

    Default Project BreakDown

    052 ATS Universe Project BreakDown

    After having done dozens of card images for the Among the Stars game, I have developed a process for super fast production times.
    Here is a complete project breakdown.
    I hope it will be helpful and useful to some of you people













  6. #126
    Senior Member Follow User Gallery
    Join Date
    Jan 2008
    Location
    Poland
    Posts
    1,344

    Default

    That is so cool! Thanks for the break down.

    You're very fast - that's amazing!

  7. #127

    Default

    Your works are TOP ROW! indeed. But your timeframes are from other planet!
    Thanks for sharing!


  8. #128
    Senior Member Follow User Gallery
    Join Date
    Dec 2012
    Location
    Russia. Vladivostok.
    Age
    50
    Posts
    433

    Default

    ][-][4Z4R][)), I totally agree - it's a decent job!

    TOP ROW!
    Errare humanum est, stultum est in errore perseverare. (Marcus Tullius Cicero)
    PORTFOLIO

  9. #129
    Senior Member Follow User Gallery
    Join Date
    Aug 2002
    Location
    The Wicked Tip of West Texas
    Age
    41
    Posts
    3,799

    Default

    It's about time! TOP ROW! Super well deserved! One of my top 10 ZBC Threads!

    Cheers and Congrats!

    ~MAH~

  10. #130
    Member Follow User Gallery
    Join Date
    Jul 2012
    Location
    Melbourne
    Posts
    88

    Post

    The restrictions on modelling for injection molding and the methods you use to get around that are pretty interesting. Sounds pretty nightmarish if you dont have a way to deal with it!

  11. #131
    Senior Member Follow User Gallery
    Join Date
    Feb 2005
    Location
    Austin, Texas
    Posts
    407

    Default

    Thank you administrators for Top Row! I very much appreciate it!

    nebular, ][-][4Z4R][)), Lexxx69 :Thanks. Speed is definitely not linear for me when working with Zbrush. It begins with asset creation and at that stage I just work on faith, because my workday is going by and I dont have any finished piece to boost my morale The first time I tried this process I got pretty desperate, thinking that I was not going to make the deadlines. But once the library of assets begins to take shape, speed goes up exponentially, and suddenly you are ending up the day with two or three images. The process of creating these images adds more new assets as a bi-product, and suddenly the image output goes up to four images per day (at this point, clients are ecstatic and confidence goes up to the roof). At the same time, the library ensures that there is stylistic compatibility within the project, because each image shares forms and elements from the same pool.

    Mahlikus The Black: Thank you! Also, the brushes you have shared with the community are GREAT! They were one of my main tools in this project.

    TanTeckWeng: Thank you for reading through my Project: Elite (pg 8 on this thread). The restrictions on sculpting for a mass production product (especially when the final product requires no assembly) are huge. Without those methods of having live feedback concerning undercuts within Zbrush, it would not be viable for me to do the project at all. The alternative would be to work on blind and constantly go back and forth to a software that detects and shows undercuts. Another alternative would be taking a crash course and then doing the whole project on FreeForm 3D (which costs 25-30,000$). Those two litle tricks in Zbrush totally saved the day, and once you get used to working with this kind of matcap, the process becomes very fast, intuitive and even preferable to a far more expensive software.

  12. #132
    Senior Member Follow User Gallery
    Join Date
    Feb 2002
    Location
    France
    Posts
    15,017

    Cool Charm of the SF...

    ...of last century!
    Excellent! Bravo!

    PS What is the name of the Font that you use for your tutorial text letters ?
    Is beautiful that please without concept! ( Me and maybe also E Kant)
    Pilou's Galerie Pilou's Tips Tuts Page
    Cameyo's ZPlace Art Surfing Albums
    Dedicaces Perpetual Challenges
    French Pixologic Site

  13. #133
    Senior Member Follow User Gallery
    Join Date
    Feb 2005
    Location
    Austin, Texas
    Posts
    407

    Default

    Frenchy Pilou: Thank you! It is SketchFlow


    053 Dark Knight

    Card artwork for the game EPIC by White Wizard Games. More info about this game, here.
    Mostly 3D bashed together in Zbrush. I also speed-sculpted over existing 3D assets to exagerate their form. Render in Zbrush. Paint over in PS.






    ...and here is a quick breakdown







  14. #134
    New Member Follow User Gallery
    Join Date
    Apr 2013
    Posts
    3

    Default

    I love how you take your sculpts and elevate them to full painted illustrations. Great work, this stuff is uniquely inspiring!

  15. #135
    Senior Member Follow User Gallery
    Join Date
    Sep 2009
    Location
    San Francisco
    Posts
    117

    Default

    I love it all so much.
    Thanks for the breakdowns.

Page 9 of 15 FirstFirst ... 6789101112 ... LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •