1. #1
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    Default Citriks Art

    My first Posting ever. https://www.artstation.com/citriks


    Inspired by Stanislav Szukalski's portrait drawing of Bertrand Russell which was published in his book, "Inner Portraits".



    For this bust study, my goal was to create and set up a pipeline for the purpose of digital presentation. I wanted to create a real "clay" look that I could then be able to mainstream on future works. The process was as follows:


    Sculpted using Zbrush,
    "clay" BPR smart material created with Substance Painter,
    Rendered using V-Ray for Maya.



    Hope you guys like it. I can always make the BPR smart material available for those interested.











  2. #2
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    Default HBO's Westworld Main Title ART / Season 1

    Hello,

    I will be sharing with you guys some of the work I did for the opening credits of westworld.

    To start it off, I'll share a few screen grabs of the cowgirl and horse.

    The beginning stages of the horse were assembled and sculpted by Rie Ito https://www.artstation.com/riexIto and Mike Kash http://www.mikekash.com



    Enjoy!






  3. #3
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    Westworld S1 / cowgirl continued: Some renders done in vray.







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    Default

    Westworld S1 / Eye

    This was used throughout the sequence to reflect the landscapes of the show.





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    Default

    Westworld S1 / Female lover from the lovers scene.

    -note I was only responsible for the female lover, the male (final model not showed) was modeled by Jessica Hurst.











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    Default

    Westworld S1 / Vitruvian man

    - This model was mainly put together by the talented Jessica Hurst: https://www.artstation.com/calixel

    I later on took over and addressed notes from client and sculpted his facial features.


  7. #7
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    Default

    Westworld S1 / Piano

    The piano was primarily modeled in Maya and then touched up in zbrush with the final merging of all elements happening using Dynamesh.
    Most of the work flow for these characters consisted of blocking and sculpting with separate subtools > merging all elements with dynamesh and remesh to create a hallow shell> projecting >decimation for final mesh to be used in Octane.




  8. #8
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    Default HBO's Westworld Main Title ART / Season 2

    The opening credits for the second season of Westworld remained for the most part true to the first season's theme. New elements have been added here and there to reflect the story to follow.

    The Bison replaced the horse from the first season.











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    Default

    Westworld S2 / Mother and newborn













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    Westworld S2 / Vitruvian woman

    This model replaced the vitruvian man from the first season. Coming out of the liquid as before but this time the camera was looking up from inside the liquid.










    Thank you for stopping by and checking out my art dump!

    Say hi on artstation: https://www.artstation.com/citriks

    Cheers and happy zBrushing!

    -citriks

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    Default

    incredible work

  12. #12
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    Cool Skinned...

    ... nicked flayed world!
    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

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    Default

    Very cool stuff.

  14. #14

    Default This is Awesome

    Is there any chance you could show some wireframe renders of these models? Or even WIP renders?

    In any case, these are really awesome. Are any of them based off 3D scanned people, or are they based solely off observation and photo reference? Are the animal anatomy sculpts done the same way?

    I'm really impressed by the piano, because I thought it would surely have been done in a more traditional 3D program.

    Really stellar work!

  15. #15
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    Default

    Thank you all!
    There really in no one clean topology for these models since the end goal was to create a high resolution decimated version to be used as is with out any sort of displacement or normals.
    So most of the re-topology was done in zbrush with the use of "remesh" and it's only purpose was to be used as base geo to allow for an easy workflow.
    Things became dynamehsed, projected and remeshed more than once.
    I'll be happy to share some of the WIP of what I can gather together in the upcoming weeks.

    Since the deadlines for both season 1 and season 2 were pretty short, 4 - 5 weeks of production (modeling wise), we had to resort to the use of recycled geo from our libraries and previously created content to get a head start on the fundamentals and blocking.
    from there most of the anatomy was layered out and sculpted purely by observation and reference. The same goes for the animals.
    The VFX industry is very fast-paced and most often than not, we as artist need to
    use as much resources at our disposal to get models out as quickly as possible without compromising quality.

    Hope this helps!

    Cheers!

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