Hey man. I used zbrush for sculpting, maya for modeling, mari for texturing face, substance painter for hardsurface and fabric materials. Rendered in Arnold 5.
I first started on the Main Character Concepts for this Project and their backstory of who they are which then helped me decide on a world and a temporary story line that fitted his role. Happy with the designs I decided to start sculpting his Base mesh on Zbrush. Then taking the base mesh in Marvelous Designer to add…
Latest: Just working on getting this handpainted piece on my portfolio...been doing too much hardsurface lately, time for a little change of pace :) Working on the first wall texture... Concept by Blizzard...
Here's a assault rifle design I've done in 3D-Coat over the weekend. Still not completely finalized. I've recorded the entire process and now putting together a free video on hardsurface voxel modelling in 3DC.
Taking way to long on hardsurface stuff because I over "perfectionist" it and concepting items, im not a concept artist so when I have to invent someone of my own it can be a real bitch ha
https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1 How Boolean modeling factors into your Zbrush workflow