Hey guys, here’s some hard surface modeling I did for the guys over at Anki Overdrive:
100% ZBrush on the modeling, used keyshot bridge for my base renders, and did a little post work in Photoshop to make it pop. I would normally try and have a bunch of videos and process, but since I fit these in where I could at the time, I didn’t really prepare for a process breakdown. I went through my incremental save files though, so I did some renders and I’ll chime in a bit here and there below as I render them and save them out.
You can check out my youtube channel for more ZBrush goodness, I have a similar concepty weapon I did a while ago I might post there if I can find the video files; if so I’ll let you know and post them here:
–All rights of the art belong to Anki–
I’ll start with this once, because it’s a good example of the “Zmodeler blockout / little bit of organic sculpting” to block things out
Refine the shapes, add details (zmodeler, panel loops mostly on this one)
Once shapes are set, I usually resorted to a quick dynamesh for detail noodling, panel cutting, masking, extracting, insert mesh greebles
Base render out of Keyshot using the ZBrush > Keyshot bridge to throw it over
Material ID render: search for flat in the keyshot materials, then drag and drop that over and over again on your different material “chunks”, changing the RBG as you go; this will make for much easier mask selection in photoshop for post work later