1. #1
    Member User Gallery
    Join Date
    Jun 2005
    Posts
    49

    Default Stuart's sketchbook

    First ever ZBrush creation. Dove head first into learning for a week, hopefully the sculpting ability will come soon.

    2 hours to create.

    Last edited by ThePriest; 10-08-11 at 12:26 AM.

  2. #2

    Default

    nicely Done Man! Keep up the good work. I like the pattern design you use. I find it very interesting.
    My Gallery site Shameless plug!

  3. #3
    Member User Gallery
    Join Date
    Jun 2005
    Posts
    49

    Default



    Some of my latest sculpts.
    MonkeyMech - 5hrs
    Robot and others - 1-2 hours

  4. #4
    Member User Gallery
    Join Date
    Jun 2005
    Posts
    49

    Default



    Hummingbird - 4 hours to create
    Rendered w/Vray

    *Edit. A few details about the creation of this object.

    This started life as a dynamesh sphere and was quickly sculpted to give a rough representation of a hummingbird.
    Once comfortable with the initial sculpt, I quickly re-defined the topology with qRemesher to better help with the polygroup slicing.
    Several parts of the body were then extracted as a separate subtools, several other raised areas are simple panel loops.
    Lazy as I am and without much regard for polycount, I dynameshed the separate pieces and used custom insert meshes to cut out various shapes from the model.
    The final steps were created with the MaHCut mech brushes and the feather insert tool provided free here at this thread.

    This test render was done with Vray in C4D, using a custom stage and some neat tricks to create an anodized metal surface.

    Final poly count after Decimation is around 800k.
    Despite not having perfect topology anymore, it held up to close up scrutiny.
    My Zbrush philosophy is, if I'm not selling these models or having them inspected by some random studio, then they can function with whatever geometry works. So long as they look good in scene.

    I'm also working towards creating a number of similarly themed hard surface sculpts that represent animals, birds, insects etc.
    Each Model will feature the same kind of treatment, intended to represent mechanical version of the things found in nature.

    I realize it's not even close in quality to some of the works posted here and I have a great deal to learn. But thanks for looking.
    Last edited by ThePriest; 04-04-13 at 02:28 PM.

  5. #5
    Member User Gallery
    Join Date
    May 2011
    Location
    Australia
    Posts
    33

    Default

    4 hours - imagine how long it would have taken back in the day of airbrushes and paint brushes.

    Looks great.

  6. #6
    Senior Member User Gallery
    Join Date
    Jul 2008
    Location
    Montréal
    Posts
    111

    Default

    Real nice renders !

  7. #7
    Senior Member
    User Gallery
    Join Date
    Aug 2010
    Posts
    821

    Default

    Very cool combination of mechanics and organics.

    But - if I would order this Render I would only have to pay 4 hours working time???

  8. #8
    Member User Gallery
    Join Date
    Jun 2005
    Posts
    49

    Default

    Quote Originally Posted by Knacki View Post
    Very cool combination of mechanics and organics.

    But - if I would order this Render I would only have to pay 4 hours working time???
    I'd sunbathe, have a Gin/Tonic out on my deck and pretend it took all day.
    Just kidding. If I intended to sell this as is, I'm sure they'd frown upon the mess that is my geometry.
    Last edited by ThePriest; 04-04-13 at 02:41 PM.

  9. #9
    Member User Gallery
    Join Date
    Jun 2005
    Posts
    49

    Default

    Work in progress; Sculpted and textured in ZBrush - Rendered with VRayforC4D


  10. #10
    Senior Member User Gallery
    Join Date
    Dec 2012
    Location
    Winter Park, FL
    Age
    21
    Posts
    115

    Default

    Great tribute to a great game.

  11. #11
    Member User Gallery
    Join Date
    Jun 2005
    Posts
    49

    Default

    All models besides the Ivy (on the left) created in ZBrush. Other foliage is Fibermesh.
    Obviously the piece was inspired by the game Machinarium, but the exercise was to test
    whether or not I could replace my entire modeling workflow with ZBrush.

    10 days to create in my spare time.
    Full Render done in C4D w/Vray; Here

    Last edited by ThePriest; 04-24-13 at 10:00 PM.

  12. #12
    Senior Member User Gallery
    Join Date
    Jan 2012
    Location
    Australia
    Age
    25
    Posts
    676

    Default

    a cute piece! nothing like robots having a good time!

  13. #13
    Member User Gallery
    Join Date
    Jan 2013
    Location
    Breda, The Netherlands
    Age
    22
    Posts
    69

    Default

    Very cool piece! Has a realy funny vibe to it. Posing of the characters is ace. Looking forward to seeing textures on everything?
    Website and Blog: http://jordyknoop.com/
    Zbrush Sketchbook: Here

  14. #14
    Senior Member User Gallery
    Join Date
    Jul 2008
    Location
    Montréal
    Posts
    111

    Default

    Hey there.

    As far as modelling and overall concept is concerned... I really...REALLY like this thing. I just love how organic everything is... I think the final render is way too bright though. I think it'd be way more interesting if it felt like it was at night... with lighting coming only from those lights we see everywhere in the scene...

    I did a quick pass in photoshop to illustrate what I meant. I hope you don't mind.


    What do you think ?



  15. #15
    Member User Gallery
    Join Date
    Jun 2005
    Posts
    49

    Default

    I considered making it darker, but in the end I opted for a lighter version.
    Appreciate the feedback though.

Page 1 of 6 1234 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •