Here's 3 timelapse videos i have recorded showing the process to create my latest image : Moebius Tribute. From the sculpt in Zbrush to the rendering and compositing in Keyshot and Photoshop. Hope you like it.
here's my latest image : Mer-Man from the Masters of the Universe. Sculpted and textured in Zbrush, rendered in Keyshot and the final compositing has been done in Photoshop.
Here's the 2 timelapses of the complete creation of Mer-Man, the 1st one is about the sculpting and posing in Zbrush and the 2nd about the Polypainting in Zbrush, rendering in Keyshot and final compositing in Photoshop.
Here's my latest image, i started it a few years ago and put it on hold for some reason. It was time to finally finish it. Zbrush for the sculpting and texturing, Keyshot for rendering and Photoshop for the final compositing.
Finally got back my 3d print of Mer-Man in PLA, still pretty rough and missing the belt buckle but i'm still quite happy on how he came up. Now to clean him up a bit.
Here's something i have been working on and forgot to post on here.
Introducing Captain Williams and Jimmy...
Their back story:
Captain Williams has been stranded on this strange and inhospitable planet for a while now, and has lost hope of being rescued. He took his fate in his own hands and decided to make this planet his new home.
You can find him roaming the surface of the planet mounted on his faithful and only friend, Jimmy; the giant, acid spitting, poisonous clawed alien centipede.
The sculpt is almost done, adding some more details and then it should be ready to send to Substance Painter for some texturing action.
My goal will be then to make it ready for 3d print, that will be fun
Found some time during this week lunch times to finish my entry for the Allegorithmic contest. Meet Commander Mat17...yes i'm in kind of space mood these days
A little break from Captain Williams and Jimm. Here's an update on my other personal project, Doc Emmett Brown-Christopher Lloyd from Back to the Future 2.
Update on my Doc Emmett Brown / Christopher Lloyd from Back to the future 2. Next step will be working on the hair and adding the fine details on the skin and cloths
Some head studies i'm working on during my lunch break at work. Don't worry, i'm still working on the Doc as well Zbrush,Substance Painter and Marmoset Toolbag
I'm entering the Turbosquid contest LostAtSea and i will be making a realtime scene starring The Great Old One, Cthulhu. I will post my progress on my Sketchbook. Here's the first 2 hours sculpting session creating Cthulhu
Doing the retopology of Cthulhu so not much update on this one. In the meantime here's some of the head studies i have been working on uploaded on Sketchfab. model model model model
Besides Cthulhu, i'm still working on my realtime model of Crocodine. Here's a quick Marmoset Toolbag render of the work in progress of the texturing made with Substance Painter. Next update on this guy will be posed and hopefully close to be done.
Starting to put the scene together in Marmoset toolbag. Finish product will let you go around in realtime. More waves, splashes, finish the texturing, tweak the pose and colors,..still quite a lot to do.
My entry for the contest is done. It's a realtime scene rendered in Marmoset Toolbag, models and textures made with 3DsMax, Zbrush and Substane Painter.
The full scene is 68 163 poly and Cthulhu alone is 47 296 poly.
Hi everyone, I had started Twitch for the League of Legends contest, but hadn't had the time to finish it. So it's about time to finish this project. Retopology and UVs are done and i'm now sculpting the details in Zbrush .(about 36k polys)
Thanks @MujtabaYousuf , so glad you like my work. About the retopology, a good idea would be to plan the flows of your polygons by drawing them on a few renders before doing the retopology, the rest of my workflow is pretty straightforward. i'm just using the standard tools of 3dsMax . Mostly Step Build, Extend and the Conform tools. Hope it helps.
I ahd a bit more time to work on Twitch all this morning and lunch time. I'm pretty much done with the sculpting, i'm now working on posing and composition before continuing on working on his crossbow and environment.
I have been working a bit more on the composition, the pose and the overall look of what the final illustration should look like. I still need to work on his crossbow and the environment before moving to the texturing
Work in progress of the texturing on the humans for the my dystopian cyberpunk illustration. Not too much detailed as they will be mainly in the background.
Texture in Substance Painter and rendered in Marmoset Toolbag.
Starting to put everything together in Unity and playing with the lighting/mood. Still working on the shaders in Unity, especially for the "Screens/lights" and the robot bust hologram.
Still work in progress on my dystopian illustration. Modified the lighting, worked a bit more on the shaders and add some more details. Render straight out of Unity
Thanks You are right about animating the characters. Actually it all started as just a test on how many characters i could put in a Unity scene and rendering with HDRP...then i started adding more and more stuff and ended up looking like that. They are not rigged actually , i'll animate the next one
Replies
https://youtu.be/LQM7ynSIqis
https://youtu.be/_3jwfEt0S8o
https://youtu.be/6HbLX3h8AQw
modelmodel
here's my latest image : Mer-Man from the Masters of the Universe.
Sculpted and textured in Zbrush, rendered in Keyshot and the final compositing has been done in Photoshop.
I will post the tutorial and the complete timelapse process soon here and at http://thevoodooworkshop.com/
Hope you like it
http://www.youtube.com/watch?v=VmTOL5z79hw
http://www.youtube.com/watch?v=svFq1V0A0u4
Zbrush for the sculpting and texturing, Keyshot for rendering and Photoshop for the final compositing.
Hope you like it.
Hopefully i can find a printer to do a test print soon.
Now to clean him up a bit.
Here's something i have been working on and forgot to post on here.
Introducing Captain Williams and Jimmy...
Their back story:
Captain Williams has been stranded on this strange and inhospitable planet for a while now, and has lost hope of being rescued.
He took his fate in his own hands and decided to make this planet his new home.
You can find him roaming the surface of the planet mounted on his faithful and only friend, Jimmy; the giant, acid spitting, poisonous clawed alien centipede.
The sculpt is almost done, adding some more details and then it should be ready to send to Substance Painter for some texturing action.
My goal will be then to make it ready for 3d print, that will be fun
Meet Commander Mat17...yes i'm in kind of space mood these days
model
Next step will be working on the hair and adding the fine details on the skin and cloths
https://youtu.be/knEi3CVpOH8
https://youtu.be/2M6_omKp4kU
https://youtu.be/Op2kK9Mtw6A
Zbrush,Substance Painter and Marmoset Toolbag
Here's the first 2 hours sculpting session creating Cthulhu
model
model
model
model
It's a realtime scene rendered in Marmoset Toolbag, models and textures made with 3DsMax, Zbrush and Substane Painter. The full scene is 68 163 poly and Cthulhu alone is 47 296 poly.
Check out my post on the forum with lots of images and sketchfab viewer here : http://polycount.com/discussion/192028/cthulhu#latest
Here's the presentation video i have done for this model.
https://www.youtube.com/watch?v=kPQp5MKQ1kw&feature=youtu.be
model
https://youtu.be/esBZpFoDJZs
I had started Twitch for the League of Legends contest, but hadn't had the time to finish it.
So it's about time to finish this project.
Retopology and UVs are done and i'm now sculpting the details in Zbrush .(about 36k polys)
About the retopology, a good idea would be to plan the flows of your polygons by drawing them on a few renders before doing the retopology, the rest of my workflow is pretty straightforward. i'm just using the standard tools of 3dsMax . Mostly Step Build, Extend and the Conform tools.
Hope it helps.
https://youtu.be/xqM3w9ntGdo
Next would be to make a still version/illustration with Keyshot
model
https://youtu.be/kUsSusgsRnM
https://youtu.be/MKhOEgiThCQ
My latest test rendering out of Unity with HDRP.
You are right about animating the characters.
Actually it all started as just a test on how many characters i could put in a Unity scene and rendering with HDRP...then i started adding more and more stuff and ended up looking like that. They are not rigged actually , i'll animate the next one