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Sketchbook: [kaz]

polycounter lvl 9
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[kaz] polycounter lvl 9
I've been working in Maya for a few years now, but I am finally taking the plunge into Zbrush. I am making this thread to document my learning process as I muddle through all this.

Prior to Zbrush, I've been hand-painting all my textures in Photoshop on top of low-ish poly AO bakes. Here are some examples:

Alad V (Warframe)
tumblr_n409zrldqx1qdt0m6o1_1280.jpg
oh__alad_v_by_kazu_san-d7hfya4.jpg
alad_stats_by_syncrasis-d7ttdda.jpg
[SKETCHFAB]1a6d9410d90a432cb3130055657ef2cd[/SKETCHFAB]

Darvo (Warframe)
tumblr_n9uis9ykXk1qdt0m6o1_1280.jpg
run__darvo__by_syncrasis-d7dtyex.jpg
darvo_stats_by_syncrasis-d7ttdtv.jpg
[SKETCHFAB]811db23d886348c0934480fdd64d1b33[/SKETCHFAB]

Two Islands
tumblr_n21kb0TDmC1qdt0m6o1_r3_1280.jpg
resample(lanczos).jpeg
[SKETCHFAB]38325195ed3842c1ad689eec815dc424[/SKETCHFAB]

Sci Fi Environment
tumblr_n4vwx6wQZ81qdt0m6o1_1280.jpg
tumblr_n7gobwcl5u1qdt0m6o1_1280.jpg
tumblr_n7e4l3AXLJ1qdt0m6o1_1280.jpg
tumblr_n9ujbzWhV31qdt0m6o2_1280.jpg
tumblr_n6kwbie0dX1qdt0m6o2_r1_1280.jpg

In addition to learning how to use Zbrush, I am also learning how to better use UV space economy, tiling textures, and normals/spec/emmissive maps. Most of what I have worked with up until now has been diffuse with Photoshop filter generated normals, so I am looking forward to how much better Zbrush will make those work for me.

C&C welcome. Thanks for looking!

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