This speed zbrush sculpt of John hurt was inspired by a 2D concept by David Boudreau,
A few seats left for my online Zbrush workshop starting next week!
Summer deal! Price has gone down!
$350/Registration for my next Workshop is now open: https://gumroad.com/l/PnESj
Online Zbrush course of 8 week lenght!
August 10th to Sept 28th 2015
Any questions please feel free to contact me:
<workshop.pierrebenjamin@gmail.com>
Finnishing up a character for a greenlight project I'm working on. First time making a realtime character so I learnt a lot doing this, Especially how difficult it is to make realistic hair :d
Here are some screen-grabs of work I did for Zero Latency VR. Models were made by James Brady. Bakes and a paint-over from zbrush, along with the models were supplied to me, so I could texture the assets with Substance Designer.
Before:
After:
Other renders:
On the substances:
All of them have adjustable parameters. For the bodies there are parameters for age (affects dryness, cracks and colour of the skin. So fresh zombies and more decayed zombies can be randomised if needed).
There are parameters for dirt, old dried blood, blood splatter, cavity blood, blood dips from eyes ears and nose (the length of those).
There are separate parameters for the eyes, so you can have fresh eyes, bloodshot eyes, and even dried out, almost opaque eyes. And a hue, saturation and brightness parameter for the iris.
For the teeth there are parameters for colour as well. And parameters for dirtiness and bloodiness.
The clothes and shoes have parameters for dust, dirt, mud, splatter and colours. (Some items have more then 1 colour, for instance the sneakers. The colours can be adjusted independently for those, with parameters for each colour.)
Everyone is showing great work but as a PSA, is there any reason anyone needs to use an image of 4508X3500 for this board? Unless you're showing off a 4096 tiling lets try and keep it smaller so it doesn't take forever to load up. ..
Created proceadreal dynamic snow material in UE4 for the environment I am creating for my portfolio, whole project in the link below would love some professionals to tear me apart XD
Replies
A few seats left for my online Zbrush workshop starting next week!
Summer deal! Price has gone down!
$350/Registration for my next Workshop is now open:
https://gumroad.com/l/PnESj
Online Zbrush course of 8 week lenght!
August 10th to Sept 28th 2015
Any questions please feel free to contact me:
<workshop.pierrebenjamin@gmail.com>
Just finished up a Rust inspired jacket. Rendered in Marmoset 2.
More on my Artstation.
Nice bro...
Will start the low poly modeling, baking and texturing after I make a thread.
More pictures are available on my Artstation
High poly
Wish me luck
[SKETCHFAB]8dae30e4110e4535809becad4b1b2a66[/SKETCHFAB]
Nice work, will you put it to the Steam Workshop?
[ame]https://www.youtube.com/watch?v=cS_fd9W4XW0[/ame]
I just wanna share with you that I have just finished writing a making of for my latest artwork.
Here's the link: http://www.paulhpaulino.com/makingofcanonreflexzoom/
Just finished wrapping up a new Gumroad tutorial on handpainting fur with 3dCoat. Check it out if you're interested!!!
[ame]https://www.youtube.com/watch?v=kmPZvVDbN9E[/ame]
A collection of my recently completed prints for a anime convention in Montreal.
Just uploaded a small version of a diorama I'm working on, for Alien: Isolation.
Pro-tip, you can change the texture resolution by clicking the cube on the bottom-right.
[SKETCHFAB]674a1c3c3800461eb3897e5c5fc89468[/SKETCHFAB]
Hi guys,
Here are some screen-grabs of work I did for Zero Latency VR. Models were made by James Brady. Bakes and a paint-over from zbrush, along with the models were supplied to me, so I could texture the assets with Substance Designer.
Before:
After:
Other renders:
On the substances:
All of them have adjustable parameters. For the bodies there are parameters for age (affects dryness, cracks and colour of the skin. So fresh zombies and more decayed zombies can be randomised if needed).
There are parameters for dirt, old dried blood, blood splatter, cavity blood, blood dips from eyes ears and nose (the length of those).
There are separate parameters for the eyes, so you can have fresh eyes, bloodshot eyes, and even dried out, almost opaque eyes. And a hue, saturation and brightness parameter for the iris.
For the teeth there are parameters for colour as well. And parameters for dirtiness and bloodiness.
The clothes and shoes have parameters for dust, dirt, mud, splatter and colours. (Some items have more then 1 colour, for instance the sneakers. The colours can be adjusted independently for those, with parameters for each colour.)
I've done a low poly bust of a goblin, render in marmoset . You can find all details about it and marmoset viewer on the artstation link
I hope you like it !
Desert Canyon
Ship Deck visual target (Marmoset render) from Hyperborea thread
(rendered in marmoset)
Also uploaded a marmoset viewer file for my helmet here https://www.artstation.com/artwork/the-vajen-bader
i really like your yellow furry balls, joost
http://www.polycount.com/forum/showthread.php?p=2296709#post2296709
I made some more progress on my panzer 38 Crosspost
Created proceadreal dynamic snow material in UE4 for the environment I am creating for my portfolio, whole project in the link below would love some professionals to tear me apart XD
https://beddowsdesign.carbonmade.com/
I did a Loish thing. That hair took some time...
I just wanted to share here, all my props together.
http://www.polycount.com/forum/showthread.php?t=155310
[SKETCHFAB]f8e41612c0a741f6a073aa281f496929[/SKETCHFAB]
(project to keep me busy for time off)
[ame]https://www.youtube.com/watch?v=Y2_J98GfQw0[/ame]