ZBrushCentral

Dreadnought

Interceptor Print Prototype

Hi my name is Sebastian Schade and I’m a Senior Artist at Yager in Berlin and here we have some of the meshes I did for the game Dreadnought. This is actually not a game asset but still… This one was done for a printing prototype of one of our ships in the game. The base was inspired by one of our levels and the emblem on the front of the base I used an existing high poly we had but changed it a bit and adjusted things for printing. The ship itself I pretty much did from scratch with the game model as reference and concept by Michael Oberschneider.
I used 3ds max for rough shape blockouts and the rest in ZBrush using Live Booleans, Alphas, Zmodeller to name a few. Live Boolean was quite new when I did it. It is such a powerful tool and made things much easier to cut pieces, keep things non-destructive and preparing to be send out. I Rendered everything in ZBrush as well.
Will be posting some asset highpolies I did for the game in a different thread I think.
My ArtStation in case you like it :slight_smile:
https://www.artstation.com/sebastian_schade

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I did base shape blockout in 3ds max also for game reasons so I can test things first in the game scale before throwing it into ZBrush.
Then I did most of the work in ZBrush using all kind of things like Live Boolean, Alphas, Extracting, straight sculpting etc. have to say since Live Boolean I have changed a few things and have to change even more for its clean results, non-destructive workflow and you can even ignore mesh density with it. I wish there would be folders though with so many subtools now. But there are many ways to get you the result in ZBrush and always things to learn.

Rendered in ZBrush BPR
Hope you like it. Here is my ArtStation account if you want to see more.














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More pictures.










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more :slight_smile:











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Reposting the print prototype I did for the company of one of our ships. Sorry for repost but this way I have everything I did for the game in one spot.
For this Live Boolean was especially useful. Cutting all the pieces, adding pins, keeping things more non-destructive etc.

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Nicely detailed and very clean results!!

Thank you :slight_smile:

Thought I show real quick how I approached some of the live boolean I did for some of the meshes. There are of course many ways to do it but maybe this helps some people.

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Astounding work. Thanks for that step by step tutorial. Useful for sure.

Thank you ^^

Super cool post, thank you for the info!:+1:

Good work indeed!
And many thanks for explaining how you use Live Booleans.

Thank you guys!
Mahlikus your brushes were super helpful as well on these models :wink:

[Teranus

](http://www.zbrushcentral.com/member.php?332726-Teranus)Liking your Dreadnought series!

These models fine details are a delight to the ocular sensors.

Continue with your skills extraordinaire !

I feel like I take for granted what goes into game assets while I am playing. Seeing your work here is an eye opener. Thanks for sharing your process. Amazing work!!!

Wow, thanks Pixologic for choosing my stuff for TopRow. That is such an honor to be among those great artists that were always a source for inspiration and learning new awesome techniques. :smiley:
And thanks guys for the kind words :slight_smile:

Congrats On Top Row! I was hoping it would get up there.
And thank you for the comment, glad to know those brushes
are being put to good use. Love knowing where and how they
have been used. =)

…nice detailed starships and landscapes! :+1:

Congrats on the Top Row and thank you for the tutorial!!