1. #1
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    Default Environment Art Stuff

    Hey guys, first off, Zbrush ROCKS! (Why did I just think of literal rocks being sculpted in Zbrush?) Secondly, here is an environment piece for a cathedral enviro I am working on for my portfolio. I'll try and post more render tests like this one as I develop the scene assets so they can be seen up close because in the final shot, you might not get to see all the small little details. Let me know what you think!
    - Jamir


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    That's spectacular. What's the poly count on that?

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    Wow! This is an environment on its own! real nice.

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    I love it…
    Amazing post!

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    nice details

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    Hey, thanks guys! You all have very impressive work as well.

    The poly count, before decimation was xtream lol...like 12 mill. The final production assest has been decimated and sits just under 3 mill.

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    Mytholon I love your renders and composition!

    michalis you make awesome use of panels and your sculpts are freakin awesome.

    Thanks for the comments!

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    Quick tileable study - Midieval Bricks




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    Default More Bricks

    Another brick sculpt, messing around with design.






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    Last edited by JamirBlanco; 03-22-16 at 09:37 AM. Reason: pics didn't upload correctly

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    Default More Enviro Stuff

    Hey guys, here are some grabs of some environment stuff I did for a network promo. Hope you like it













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    Default Some more stuff

    Hey guys just wanted to share some more stuff with you. The cleat was modeled entirely in ZBrush using dynamesh and standard brushes including, well, the standard brush along with Dam Standard for the creases and sharp edge lines and polish and Hard polish brushes. The meshing along the inside of the shoe was created through nanomesh (or micromesh? Can't remember exactly haha). Also the laces were just standard curve brushes then converted to polymesh and sculpted on top. Rendered in Arnold for Maya.




    For the forest scene, The trees and plants were modeled in Speedtree or as Maya paintFX and then brought into zBrush to sculpt all the detail. Texturing was done in mudbox and Photoshop and the BG is a matte painting. Final render done in Vray.




    For the volcanic landscape, base models were created in Maya first and layout was done to first establish a camera and composition. The scene was then exported to ZBrush and sculpted. Displacement maps were baked out and that was used in maya for final render using Mental Ray. Also got to play around a little but with fluid sim in Maya for this one.


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    Hey guys, fixed the image links I uploaded earlier, they were all broken

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    Default Procedural technique

    Some procedural modeling using just the surface noise modifier to mask your plane, and the squeeze modifier under the deformation tab (you can alternate between x,y, and z combinations for different looks). I've found that this is a really quick way to get some interesting shapes going and gives you ton of surface detail and variation right from the beginning. Be sure to use it on a plane that's not too dense, doing so makes the result too noisy and much more prone to artifacts from my experience. I've found that a point count between 100,000 and 200,000 gives the best results for a clean silhouette and you still get plenty of suggested detail for you to build up on. Happy ZBrushing!




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    Super cool stuff! Very impressive indeed! I've always been scared of trying environmental stuff, but seeing you making all of this with my favorite medium, makes me wanna give it a go too!

    Thanks for sharing! ^_^

    -Sudhan
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