1. #1
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    Default Z-Stuff

    Hi people,
    time to post some works I made during the last year.. some are commissions, some are just tests of new Zbrush features, great fun anyway
    This is a tribute of a famous illustration of Kazuya Terada, I used a lot dynamesh feature and it was my first attempt with fibers and render filters. I also used Photoshop for compositing and tweaking to find a more "illustrated" look.



    other views:



    Simple material:



    Funny light cap render:



    I hope you like it, see you soon with the next one

  2. #2
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    Default

    I enjoy! I enjoy!

  3. #3
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    Coool

  4. #4

    Default

    Awesome

  5. #5
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    AWESOME dude! love that Devilman! great job!!
    Freelance 3D ArtistCargocollectiveVimeo

  6. #6
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    Wow! If I saw those with out knowing, I would say their are handpainted.

    Very cool.

  7. #7
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    Default

    Thanks guys!
    Hard surface time
    This one comes from another japanese artist (I don't know the name), I used his model kit as reference and started to build each piece in Zbrush.
    Main features used: Clip curve, Insert mesh, bending modes of the transpose line.
    The renders are in Zbrush using 3 mats and lightcap , compositing and tweaks done in Photoshop.





    This is a more famous one, Gundam from a draw of Kazuhisa Kondo:





    This time I used some 3D blocks as starting point, Zbrush for refining the shapes and detailing.



    I hope you like them, see you soon!

  8. #8
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    Nice work. Your renders are superb in that they really have a "hand-built" look to them.

  9. #9
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    Default

    Thank you ArtBot!
    This one is a game model I made for fun: Voodoo from old good Wild C.a.t.s comics
    Modeling and texturing in Zbrush and Photoshop, I used 3dSMax for assembling, baking and skinnig, the renders are in Marmoset Toolbag, polycount 11.900









    Cu!

  10. #10
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    Default Kill zone Trooper

    Hi guys,
    this one comes from some cool Kill zone concept I found in the net:






    Marmoset viewport:


    I started all in Zbrush, using new panel loops feature, dynamesh and insert mesh for details:



    Then I reorganized the character in 4 parts (head, body, backpacks, weapons) and I used retopology to build a clean low poly mesh.


    I exported the low poly in max and a decimated version of the sculpt as well for the baking process (I also use to keep separate hi poly meshes with different materials to help masking by colors during texturing)
    In the end I have AO, normal maps and a diffuse map made of flat colors ready to be textured





    Thanks!
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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  11. #11
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    Default Kal

    Hi guys,
    this one comes from an italian comic (Nathan Never) and he is a villain that lost his arm during a fight against the hero .
    I used Zbrush for the organic part, the hair and fabrics, 3dsMax for the arm and keyshot for some renders, then composed in Photoshop.











    Cu!

  12. #12
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    Default

    great job man.nice & neat.love his mechanical hand.can't wait to see your next works

  13. #13
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    Thanks a lot Diablo

  14. #14
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    Default Selena

    Hi guys,
    started as anatomy sketch, I think it can be my little tribute to Giger



    I used Zbrush image plane with sym on to quickly explore some ideas:



    more Zbrush renders:





    Mental ray:





    Cheers

  15. #15
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    another insanely detailed model.love this one buddy.especially the polypainting. reminds me the Sarah Kerrigan.thanks for sharing your great works man.

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