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View Full Version : ZBrush 3 Beta Images/Character work, Chris Bostjanick



cbostjan
04-09-07, 12:17 AM
Hi everyone, My name is Chris Bostjanick. I am a freelance CG artist with roots in fine art and traditional sculpture.

Subtools is just one of the many new features that made Z-brush 3 the heart of my character workflow. It is a true workhorse. Z-brush 3 is the only modeling software that gives the artist total freedom in the creation process. I just want to say thank you to everyone at Pixologic, you have all been simply wounderful! Its been a real pleasure! Well heres some of my stuff I hope you like it.
http://www.artisticdaydreams.com (http://www.artisticdaydreams.com/)
ChrisBostjanick_Characterwe.jpg ChrisBostjanick_CharacterF1.jpg hands_1.jpg hands_2.jpg bust_back.jpg feet.jpg roc.jpg roc1.jpg WIRE.jpg IVY_POST6.jpg IVYbarktest.jpg polypainttest.jpg
http://www.artisticdaydreams.com (http://www.artisticdaydreams.com/)

Moochie
04-10-07, 05:39 PM
Stunning detail. Extraordinary.

AgentSmith
04-10-07, 08:07 PM
*picking myself up off the floor*

Uhm....so when will Mcfarlane be releasing this as a 12" figure????

Ridiculously cool.

Dalton_Muniz
04-10-07, 08:56 PM
Chris, what can I say is...someone call the WildCats!!! :)
Marvelous work, texturing, modeling...rocks!!! Congratulations!!Best regards!Dalton

javierloredo
04-10-07, 09:22 PM
Your art work it's just beautiful! Very inspiring work! You did great work texturing the face of the skull.
I have one question for you, if you dont mind. What is the best thing you like from the new Zbrush?

Great work! Have a good one!

Javier Loredo.

feureau
04-10-07, 11:24 PM
Ever since I caught a very quick glimpse of this creature on the zb3 preview video, I've been wondering who sculpted this. (you know, it was very cruel to show something as cool as this very briefly like that)

Top work !!! :tu: :tu: :tu: :tu:

Is this ZB3 render? Can this be rendered on an external renderer? I imagine my MR spluttering to a halt and my workstation burst into flame should something like this be rendered by MR.

SolidSnakexxx
04-11-07, 12:58 AM
Top quality stuff.... cna you show us more on how you made the leave and stuff? :tu: :tu:

Vexona
04-11-07, 07:06 AM
holy cruddy wuddy was a bear, that detail on the face is insane. :eek:

Plakkie
04-11-07, 08:22 AM
Such powerfull models! Worth of detailed study. Speaking of details: .... !
:tu::tu::tu::tu:

AMIMBK
04-11-07, 08:27 AM
This is probably one of the most impressive model that I've seen on here. I want to grow up to be just like you

gpepper
04-11-07, 09:53 AM
Detail is the word ! sure!

Amazing modeling and the shading and texturing seem to be important too ! The shading of the skullhead is just great when we are very near of it...
Great !

XxDarkMessiahxX
04-11-07, 03:07 PM
The details in the face, especially the jaw are absolutely sick. Whats the polycount on that, and how well does your system deal with such a model?

cgreene
04-11-07, 04:24 PM
echoing what everyone is saying: 'great job!' -- amazing details, especially on the face!

you're a very talented artist.. keep up the great art!

-cg

boozy floozie
04-11-07, 04:57 PM
Veins,sinews,tendrils demonstrated to perfection. Very skillful crafting indeed.

Yari Jindou
04-11-07, 05:19 PM
z3 is truly king hands down!!!!!!!!!

great modeling i love how this one turned out.

cbostjan
04-11-07, 09:56 PM
Whats up guys, Thanks for all the for all the awsome comments! :D I must say that there is some extremly awsome work in this forum. These artists are off the chain!! For the last couple of months just seeing there posts really fueled my creative jucies, and made me a better modeler to boot. I am glad that the world finally gets to see all this digital beauty. Now I will have to say my favorite features in Z3, "Subtools" is for sure #1, but I would say in a close second is " The Lazy Mouse" it is awsome. There are just so many really great tools. Well let me get to poly counts and stuff. That character is made up of 20 different tools, each one ranging from 1.5 million to 10 million polys or so. The total for this character is around 51 million polys. This all pretty much just Z3 I rendered in Z3 as well, it can be rendered in an exteral package. Mental ray can handle it, but not very efficiently. The detail on the head, poly counts are a bit hirer but not too bad. Its at 40 million by itself. My box has no problem with working with that many polys. Here are just a quick views front and back without the cape. Sorry about the quality, Hope you guys like.
FRONT_BACK.jpg ClassicWax.jpg

sliver37
04-11-07, 10:05 PM
that is the coolest model i have ever seen, you are a really talented artist! ...all the best wishes for you in the future and keep us updated with some your work :D

cushwa
04-12-07, 06:57 AM
Wow.. this is a very cool take on Michelangelo's David. It is almost the identical pose. Great work.... -t

smeagol
04-12-07, 09:56 AM
amazing work ! great detail

the skull close up looks just amazing !
after the the next step movie i look around for this monster

cbostjan
04-12-07, 03:30 PM
Thanks sliver37 I am glad you like it!! nice eye Cushwa Yeah the David was an underlying ref for pose. But of course I did model in bind pose before I posed the model. I diddnt have transpose yet:cry:, so I had pose it in maya. I must say, transpose is awsome! what a time saver! Thanks Smeagol. Yeah when the video came out. There was a lotta talk about when would the right time would be to let the world in. Everyone just wanted wait, man bet the antisipation was a killer. I was lucky to get into the next step.Thanks guys! Its to bad though, there were only able to showcase only a few artists, and there is just so much awsome art coming from the beta team. It must of been very hard to pick. But now everybody can see the awsome talnet of the beta artists!

Slosh
04-12-07, 04:49 PM
I know you're probably a very busy guy, but I would love it if you could give some insight into how you achieved the wood texture on ivybarktest.jpg and polypainttest.jpg? I hovered my mouse over your images to get the titles.

XtremeAMX
04-15-07, 12:05 AM
I would say that this is definately my favorite model out of all that I've seen. The detail is extraordinary. I love the way the back looks with those stiches, and the head has that slimy look of the connected mouth which looks great. :tu:

cbostjan
04-15-07, 10:40 PM
XtremeAMX, I am glad you like it, thank you.

Slosh, this ones for you. I will give you just a taste. It is so easy. First I like to think what the model is intended for. In this case the tree and vines are ment for mid to far shot. Most of the detail we capture we can get get with just a good number of polygons. In this example this part of the trunk is around 38 million. I really just found some large pictures of bark on the web. For the texture I used polypainting feature. Basiclly you can just piant on the mesh. It is very powerful and super easy to do. For the bulk of the textureing I used the drag dot. But know you can detail in 3d. for the alpha I opened color pic in the alpha pallet. Sence I am useing this for a mid to far shot I just layered the bark on, not worring to much, I rotate the texture alot to avoid alot repetion. Second layer is the green moss bark just but that here and there. A lot of this workflow you can do in 2.0. Then add some foiliage and it doesnt look half bad. Hope this helps. Maybe I will write a more detailed one later. If this was going to be intended for close shot I would do things a bit different. treenotex.jpg bark.jpg barkmoss.jpg render.jpg
http://www.artisticdaydreams.com (http://www.artisticdaydreams.com/)

Runt
04-21-07, 10:15 AM
Fantastic model. I would not like to meet this guy on a dark night though he'd scare the pants of you.

Slosh
04-22-07, 12:55 AM
thanks, cbostjan. I hope my slow response doesn't appear as disinterest...I just got bogged down in some other things and only just now saw your response to my question.

First of all 38 million polys! Wow, that is cool to be able to do that. Secondly, the trunk was detailed enough that I think it would have passed quite well in a closeup.

MouthforWar
04-25-07, 04:48 PM
Wow, what a great piece!
Its MEAN, its DETAILED and it looks FANTASTIC.
Have you sculpted in clay before?
What are you going to make next?
-MFW

tez
04-29-07, 08:24 AM
What amazing work you have done here.

Im interested in how long it would take to repose that figure with transpose. like say, change the fingers to a different position or put him into a running position. I remember from the very first Transpose video way back it showed it quite different to how its shown to be done now?

cbostjan
05-01-07, 11:01 PM
Whats up guys, slosh when I sculped this guy I diddnt have transpose yet. I really only use it to move small stuff around little tweeks and stuff. But I assure you it is as easy as you see in the next step. MFW I am finding lately work is making it hard for personal work. I really got the bug today to do a bit of work. I am working on IVY. She's still rough around the edges, but more to come. IVY.jpg IVY_POST.jpg

rasmusW
05-01-07, 11:22 PM
hey cbostjan!

looks like a very nice start on ivy.
would like to see a smooth version of the frontview. she looks mean.

-r

Plakkie
05-02-07, 12:22 AM
Aah... all those leaves... all those poly's...

cbostjan
05-12-07, 05:33 PM
Hi everyone, I think now is a perfect time to really see what Zbrush can do on a hs model. This is a B spline model I biult awhile back. Right now it is around 60+ subtools and many more coming. I might have to break the model up into smaller chuncks, we will see. I also messed around with matte cap for 10 min just to get a ruff idea of a shot concept.matteCAP1.jpg STINGER.jpg

Moochie
05-12-07, 05:48 PM
Wow. ZB3 is handling those mechanical shapes really well .. not too smooth, not too sharp. And so many sub-tools. The model is looking awesome. :tu:

Plakkie
05-13-07, 12:26 AM
Ah! Hardbody modeling. That's something I want to see in Zbrush. Those subtools are so practical. Thanks for showing us this, and looking forward to what it will become! :tu:

Frenchy Pilou
05-13-07, 01:38 AM
Waiting the texture for a full pleasure :cool:

highlander_72
05-13-07, 05:59 AM
Awesome! Cant wait for the textures! What is the background image from or is it a work of your own?

Frenchy Pilou
05-13-07, 08:53 AM
...of this crazzy free Ivy generator (http://graphics.uni-konstanz.de/~luft/ivy_generator/) ;)

billrobertson42
05-13-07, 05:27 PM
This is a B spline model I biult awhile back.

In Zbrush 3?

cbostjan
05-13-07, 07:28 PM
Hey guys, glad you guys like. billrobertson42 yeh man I almost always biuld geometry in other packages, So yeh it was biult as a b spline model. But at that time my workflow was very different than it is know. I did not feel Z brush 2.0 was going to be a good choise for detailing a model of this sort. But now I think it is, and will give me great results. Well we will see. I did a poly convertion before importing, and right now I am dealing with UV's. Z brush 3 is very robust and I think it should do the trick. I will be useing it mainly for hi rez detailing on this one and I will be going back into maya for the animation, and I will be exporting 32bit d maps in the end. But details soon.

rookie-z
05-13-07, 11:59 PM
that's one of the things I don't see to much raving about...how good ZB3 is
when dealing with other packages ( is displacement map creation enhanced
and 'easy' for Max-Maya-XSI-C4D? same with normals, AO, spec, etc.). It
seems there is always the necessity to 'fix' maps that come out of the
sculpting process from within PS before they are actually usable...

It looks quite luxurious to deal with all these 100s of millions of polys, but
I'm eagerly wondering about how 'seamless' the model creation (and map
creation) pipeline will integrate with the software that needs to render it
in animation or for use with game engines.

Guess I'll be finding out soon enough. :D

cbostjan - sure wouldn't want to be staring down any of the barrels of your ship
(yikes) ;)

thanks for sharing your work.


rookie-z

SketchZombie
10-15-07, 01:24 PM
wow, spectacular ndeed

rio3d
10-22-07, 07:56 PM
freakin A! nice work. i'm jealous and even damn near angry (not at you)

awesome!

Mascuud
10-28-07, 02:08 AM
Holy crap!:eek: how long did it take you to make this?

shambaking
11-06-07, 11:32 AM
wow I see something like this and it makes me wonder where I would even start. Great modeling man.
Love the vine. Guess that's a new feature.
Still waiting for mac!

i_close2you
02-27-08, 06:27 AM
Nice work!

khalavi
08-12-08, 03:05 AM
I absolutely love that skull man!
How did you get the detail on the skull?? The HD I mean.
Could help explain your workflow for HD?
I've been trying to use HD geo but am not able to effectively utilize the feature.

Thanks!

Yelena_K
01-26-09, 08:24 PM
Your work is absolutely amazing. I am really enjoying the level of detail that you put into your models. How long does it take you to achieve a finished result?

Kakkoii Baka
02-28-09, 12:28 AM
Very, VERY amazing work man. That skull boggles my mind.

I've got a question though. How did you create that perfect telephone cord looking thing?

Thanks.

Kakkoii Baka
03-31-09, 04:16 PM
Very, VERY amazing work man. That skull boggles my mind.

I've got a question though. How did you create that perfect telephone cord looking thing?

Thanks.Nvm, I figured it out :P.

Initialize with the Spiral3D ftw.

Sleet
07-25-09, 01:28 PM
I just viewed your thread for the first time....awesome stuff!!

thenar
08-05-09, 06:29 PM
Oh my I would love to see a tutorial on how you got this bark and vine so beautifully. I detect some interesting techniques. I work a lot in Vue 7.5 Extreme and would kill for some native vegetation of this quality. I guess I'll just have to stick to it until I get close. Excellent work.

flaudsad
10-04-09, 07:18 PM
uhm,Thanks so much 4 sharing with us,bros :-)

thespanishtaco
02-09-10, 10:28 AM
You work is incredibly inspiring and you have a great sense of textures and details. Did you have a reference for the first skull guy?

nufftalon3dstudios
03-13-10, 12:22 PM
wow this is breath taking to say the least. Im trying to get up to this level lol Im still new with this program I am self taught and still studyng but I wanna achieve to make a complete piece such as this

rooshidavid
04-28-10, 11:04 PM
Well this is very good craze of art. But this type of sculptures are really helpful in Anatomy Laboratories. This gives very good guides to students of educational purpose. Also i suggest you to set such sculptures agency which would be a good mode of making financial profit.