1. #1
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    Default Heavy Mech

    Hey guys,
    So recently I’ve worked on an eat3d tutorial for Mech sculpting. Where in the last character the focus was getting a fusion between organic and mechanical, I was trying to keep the design of this completely mechanical.

    For the design, it was heavily influenced by the Marine and Firebat from Starcraft 2.

    The model itself was COMPLETELY made in Zbrush. I think Zbrush now has tons of features that put it's hard surface abilities above other packages.
    For the render I decimated the mesh and brought it into 3ds max.
    It was rendered in passes with Vray then composited in Photoshop.

    Anyways here’s the final render:
    eat-3d-watermarked copy.jpg

    The DVD can be found here:
    http://eat3d.com/zbrush_hardsurface

    Here’s a clay render of the back:
    eat3d-back-clay copy.jpg

    And here’s a zbrush screen-grab turnaround. I figured I’d simply put this one in one image so you’ll have to scroll sideways:
    e3dfront.JPGe3d2.JPGe3d3.JPGe3d4.JPGe3d5.JPG

    Here's a lighting test that I really liked but didn't get to finish of a low poly version:
    eat3d-pose-test-5.jpg

    I started with a very basic zsphere layout then made individual smaller meshes using zspheres2:
    basee3d.jpg

    After that I sculpted on these meshes until I had something I liked. Here cleanliness is not important all I’m focusing on is the shapes and silhouette:
    eat-3d-concepting-008 copy.jpg

    Then I started making a clean mesh from the concept sculpt. This had a lot to do with re-mesh and extraction. The tubes are made with zspheres:
    eat-3d-concepting-010.JPG
    eat-3d-concepting-024 copy.jpg

    Then I added details. For this character I was trying to use alpha stamps sparingly, so many of the details are small doodads here and there:
    eat-3d-concepting-029 copy.jpg

    For the final render I decimated the mesh and brought it into 3ds max. I set up a very basic light setup with an HDRI and a few vray lights for use as light cards. Then I rendered out passes.

    Finally I comped the passes until it was the image you see at the top.

    Anyways, take care and I hope you enjoy!

  2. #2
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    Default

    wow looks cool. didn't know zbrush can completely sculpt character like this.
    Amazing

  3. #3
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    wt shall i say..you know my opinion
    SUPERB
    Toprow
    Mohamed Aly Rabie.
    http://www.rabieart.com/

  4. #4
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    Default

    Very well done! Sculpting all of those individual pieces would drive me mad.

    - BoBo
    CG Hub Gallery
    BoBotheseal.com
    Studio Character Lead - Vigil Games

  5. #5
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    Default

    Incredible design! You didn't do the scratches at all in zbrush?

    Wow the first Eat3d I really want to buy. Heard good things about them but nothing I really needed. This will help with my dominance war entry.

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    awesome work! just amazing what you can do with zbrush!
    hard surface sculpting is still a mystery for me. It seems to be your home.

    nice one! unfortunately i don't have any money to buy this dvd. but i would definitely.

  7. #7
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    Wowz! That's gotta be a top row, especially since it was entirely made in Zbrush. Inspirational hard-surface work, and brilliannt texures/render!
    SketchBook
    ZAnimator (Video Demo): The Zbrush Animation Plugin (Keyframe and Timeline based)
    ZAnimator Zbrush Thread
    Blog / Webfolio: Darukin's Arts and Crafts

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    Default

    that's great piece, maybe the best hard surface model I've seen so far made in ZBrush. Top row

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  10. #10
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    Default

    Amazing, thanks for sharing.

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    Default

    very beautiful
    Instructor in training and pencil artist on the drawpj community

  12. #12
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    Top row stuff right there my man Great Job!

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    Uhm...HOLY.CRAP.

  14. #14
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    Beautifull!

  15. #15
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    Default

    Quote Originally Posted by AgentSmith
    Uhm...HOLY.CRAP.
    My thoughts exactly, this is insane man! And in a really good way

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