1. #1

    Default Orb - Heroes of The Storm Art Dump

    Hello Zbrushers

    I'm a senior 3D environment artist working at blizzard, and It's been a while I didn't show new stuff so I decided to update my website and Art dump the work I did on the "Heroes of The Storm" team on Zbrush central.

    Some of you may already know my work or a brush a shared a couple years ago called the "Orb_cracks", this brush was created to make stylized stone cracks or wood lines, and I've seen a lot of people using it and sharing it. I decided to share my entire pack with the community, all the brushes I use everyday to achieve the style I want. Most of those brushes are behavior brushes so don't expect magic "make art" brushes on all of them.

    You can download the brush pack here, for free:

    You can also check my website here
    http://orbfolio.blogspot.com/
    https://www.artstation.com/artist/orb

    Here's a lot of stuff I created for heroes of the storm from old to more recent! Thanks!


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  8. #8
    Administrator Follow User Gallery
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    Amazing stuff Michael. Thank you so much for posting.

  9. #9
    New Member Follow User Gallery
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    Mar 2013
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    Thumbs up


  10. #10
    Senior Member Follow User Gallery
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    Sep 2005
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    Bellevue, Washington
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    legendary, Orb! great work, man!

  11. #11
    Senior Member Follow User Gallery
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    Dec 2009
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    Awesome stuff !!
    AVAILABLE FOR FREELANCE

    MY ARTSTATION

    MY BLOGSPOT

    /////////////////////////



  12. #12
    New Member Follow User Gallery
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    Dec 2012
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    good work there ...

    how do you manage the details (I mean how big/small shape it is if the hi poly model baked to the low poly and the normal maps still have? event the tiny one ?)

  13. #13
    Senior Member Follow User Gallery
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    Dec 2008
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    Awesome!

  14. #14
    New Member Follow User Gallery
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    Dec 2015
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    Amazing! And thank you for your brushes!

  15. #15

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    aankruwet: unfortunately I am not allowed to show wireframes, but they follow the highpoly decently. One thing that I keep in mind all the time when I sculpt is also the rule of "edge definition", basically never going too sharp on my details, always 2,3 pixels thick minimum, so I never reach alliasing in game and you read details better from distance. Also beveling, beveling as many shapes as possible, even cracks, every bevel is going to read better once baked, cuz it's gonna catch the light better.

    --

    here's some breakdowns







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