ZBrushCentral

Quazi - Sketchbook

I’ve started sculpting in ZBrush on February 2014 so I’m pretty fresh. Today I’ve finished my 2nd ZBrush project so I decided to share both of them in here.

The first one is a Druid. Beginnings were quite funny. I was messing around with dynamesh and came up with that druid like head shape so I’ve decided to turn it into a whole character.

Sculpted 100% in ZBrush, rendered with Blender’s Cycles.

Attachments

Druid_cycles.jpg

Druid_cycles_2.jpg

This is my latest work, finished today. Sniper girl. Took me a month to sculpt her (tho her main shape and face is based on ZBrush Julie) and her accessories.

Sculpted in ZBrush, rendered with Blender’s Cycles.

Waiting for feedback and hints on what should I improve in my workflow.

I really like the boots and the gun. the base is really nice too. :+1:
If you’d like some crits…Her right elbow looks too rounded. And the wrinkles on her trousers don’t look natural. Try getting someone to take a photo of you posing and have a look at the folds (it worked for me at least).

Keep up the nice work. Great idea! :smiley:

Thanks for the reply! You’re right about the elbow I had a really hard time posing her with transpose master. The reason for that was I messed up by deleting all the lower sub levels and had to work on high poly =/ From now on I have to keep in mind that it’s freakin hard without low poly version.

That’s a very good advice with taking a pic, thanks =D

Quazi - If you haven’t altered your mesh, you should be able to get your Subdivision levels back by using the ‘Reconstruct Subdiv’ button in the geometry sub-palette. If that doesn’t work, you can always duplicate your subtool, run Zremesher to get a low poly mesh, subdivide it a few times and use ‘Project All’ to re-project your detail onto the new mesh to get your sub-d levels back.

I’ve started this project by creating golden helmet shield and from there, somehow, it evolved to the scene you can see.

Used ZBrush for modeling the character and his accessories. The rest of the image was created in Blender and it was rendered with Blender Cycles.

This is a continuation after “The Encounter” project. This time, you can see a member of extrateretial species unit.

Project created both in Blender and ZBrush. Rendered in Blender Cycles.

It’s a hand mortar based on a Greymourn Mortar from Mutant Chronicles: WarZone game. I took the basic idea of rotary loaded hand mortar and redesigned it in my way. I wanted it to look a little bit Fallout like style.

Rockets are mounted on a revolving drum then are loaded inside with a small carriage. To minimize recoil mortar butt is equiped with pistons.

Bike polo is my hobby, it’s been almost 2 years now since I’ve started and I’ve already made it with my team to 4th place in polish championships =D That’s why I decided to create this scene.

For the character I used makehuman software afterwards resculpted some parts in ZBrush. Most parts were first created in Blender then exported to ZBrush for fine detailing. Rendered with Blender Cycles, subtle postpro done in Photoshop.

Overall it took me 4 nights.

I wanted to go for The Road and Book of Eli look, postapocalyptic and lonely.

Modelling done in Zbrush, MakeHuman and Blender. Rendered in Blender Cycles, postprocessed in Photoshop.

Here you can watch a short clip of this scene breakdown (forgive me the quality of animations but it was my first time ever in After Effects): https://www.youtube.com/watch?v=Mv1IfKv3wgs

Project done both in ZBrush and Blender.

At first I wanted to create turntable and then animate it into a music video but in the process I came up with that idea of rat using his claw instead of a turntable needle.

Turntable and fur done entirely in Blender. The rat however was sculpted in ZBrush. Everything rendered in Blender and composited in Photoshop.

Project is around 1.5 mln polys.