ZBrushCentral

Environment Art Stuff

Some more stuff I’m working on atm. Having fun with Zbrush and substance painter and some realtime :slight_smile: fun learning experience



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Practice pieces created for artstation environment challenge. Enjoy!
env1.jpg
ao.jpg
env2.jpg

detail.jpg
assets.jpg

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env1.jpg

ao.jpg

env2.jpg

detail.jpg

assets.jpg

work in progress of new model im working on. All ZBrush!

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BPR_Render1.jpg

BPR_Render2.jpg

BPR_Render3.jpg

Some quick color applied to these guys to bring them to life :slight_smile:
jamir-blanco-sculpt-color.jpg
jamir-blanco-sculpt-grey.jpg

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jamir-blanco-sculpt-color.jpg

jamir-blanco-sculpt-grey.jpg

H

High poly cabin sculpts wip
cab_wip2_01.jpg
cab_wip2_02.jpg

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cab_wip2_01.jpg

cab_wip2_02.jpg

Some of my recent works using ZBrush professionally -

64.jpg
Here I was in charge of the environment destruction, debris, and war-torn buildings.

70.jpg
All environment assets started as a base in Maya, then exported to zbrush for destruction pass.

73.jpg
Some unique assets were created directly in ZBrush, like some debris, barb wires, etc.

75.jpg
The geometry was either decimated, or zRemeshed where clean topology was needed.

78.jpg
Here you can see some of the destroyed buildings.

82.jpg
Here you can see some of the debris piles, used to populate the scene.

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64.jpg

70.jpg

73.jpg

75.jpg

78.jpg

82.jpg

Breathtakingly inspirng works. Great atmosphere and lots of things to look at.
Clearly, your techical skill is at the service of your creative rive.

Congrats!

awesome … very inspiring

Your work is exquisite and masterful, a genuine pleasure to lose oneself in. Thank you for sharing your incredible creations with us.

You’re a great artist. Excellent work! :smiley:

Thanks guys! Glad to share. More art :smiley: Zbrush was the main tool for creating secondary and tertiary detail (walkways, air vents, bolts, etc).

crop.jpg

env_final.jpg

camera.jpg

env_ao.jpg

Full breakdown : https://www.artstation.com/artwork/XwYRn

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env_final.jpg

env_ao.jpg

camera.jpg

Material study created using Zbrush to Substance Designer workflow. Hope you guys like it!
shdrbll_01.jpg
shdrbll_02.jpg
sculpt.jpg
wlo01.jpg

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shdrbll_01.jpg

shdrbll_02.jpg

sculpt.jpg

wlo01.jpg

screenshot001-t_jpg.jpg
screenshot041_c.jpg
screenshot042.jpg
BPR_Render.jpg
ground_ice_maps.jpg

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screenshot041_c.jpg

screenshot042.jpg

BPR_Render.jpg

ground_ice_maps.jpg

Happy to share my latest environment study! Everything was modeled in ZBrush using dynamesh workflow, and either decimated or baked out and textured in SD. Rendered in Unreal Engine 4
shot01_still.jpg
shot02_still.jpg
shot04_still.jpg
shot09_still.jpg
shot10_still.jpg
ao.jpg
zgrabs.jpg

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shot01_still.jpg

shot02_still.jpg

shot04_still.jpg

shot09_still.jpg

shot10_still.jpg

ao.jpg

zgrabs.jpg

Hey guys, here is the workflow for pretty much all of the assets inside my Ice Cave environment study.




polygroups_01.gif

Basically modeling and sculpting from blockmesh or new dynamesh sphere, duplicate mesh and decimate to create an easily UVable lower poly, and bake hp info in SD or Painter :D.

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Inspiring and beautiful work. I find landscapes very interesting but did not try to do any yet. Could you recommend me on specific tutorials that I could learn from? That would be very nice. Thanks a lot in advance and please keep posting beautiful artwork :slight_smile:

Thanks a ton for your kind words :slight_smile:

David Lesperance has some really cool environment tutorials on the Gnomon workshop. Definitely recommend checking those out!

Messing around with some character stuff





3d marmoset viewer: https://www.artstation.com/artwork/BB4Bz

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