ZBrushCentral

BjarmiSaem's Sculpts

Hey, I’m Bjarmi Sæmundsson. I’m a student at Game Artist Academy.

For my ZbrushCentral debut I’ll start with Disney’s Hercules. Technically it’s still a WIP since I’m working on retopoing it completely (an ongoing process that has lasted few months)
I usually start with the Mudbox basemesh. I just started by extruding toes before going into Zbrush. My workflow is that I try to get as far as I can push it for each of the levels of the mesh. Getting the silhouette and as much facial resemblances in the lowest level as I can.
I think the shoes are entirely 3ds Max also the strips on the armor. The armor itself is a mesh extract in Zbrush I retopologized inside 3ds Max.

Clay Vray inside of 3ds Max.

Zbrush Render

Attachments

Hercules_Low.jpg

Hercules.jpg

very cool model, clean and sharp! keep it up!

Thank you Pablander!

I started Hulk from Planet Hulk. I decided to go for the movie look Hulk rather then that stylized look from the animated film.

PlanetHulk.jpg
PlanetHulk_001.jpg
Armor_Shoes.jpg

Great start so far, really liking your take on him. Planet Hulk also inspired me to rethink Beta Ray Bill. Keep it up!:+1:

Thank you truubluu, I checked out your Beta Ray Bill, it’s looking good man! :slight_smile:

I’m currently working on polypainting him and seeing how things are turning out with Vray in 3ds Max. I’m using the SSS2 shader and the Vraydisplacement modifier.

Very nice, this was my favorite as a kid.

I’m terrible at keeping up with posting images online. Here’s my latest piece. LeChuck from the Monkey Island series, probably my all time favorite game (The Curse of Monkey Island).

It is probably my first project I follow through and finish. Have to fix that with myself. Created with Zspheres, retopo’d in Max and rendered with Vray. The hair is created with Max’s Hair and Fur and rendered out with the VrayHairMtl. I’m trying to figure out how I should go about posing it but that’s a headache for later :slight_smile:

Concept by Sandro Cleuzo.

Started with a Zsphere, sculpted using Dynamesh feature and in the end Zremeshed and UV’d in ZBrush.
The hair is really simple and was created with Hair & Fur in 3ds Max and rendered using the VrayHairMtl.

The clothes were extracted from the body in ZBrush but I ended up retopoing in Max.

Nice work! I love the subtle textures.
-ShaneO

Walk - concept by Bobby Pontillas. Did my best replicating the concept but the hair ended up being to much to handle so I decided to go with another haircut.

Created with Zspheres, Zremeshed and polypainted with Zbrush, UV Master for the UV’s and rendered with Vray in 3ds Max. Hair is hair&fur with VrayHair Material.

ZRender.jpg

Love your work, I gotta try doing some more stylized work soon, really amazing stuff!

Thank you very much Renderluz! :slight_smile:
Good thing how small the world is with the internet is that you can find endless amount of great 2d artist who create excellent art and interesting characters to sculpt.

Former prime minister Sigmundur D. Gunnlaugsson. He has been in the spotlight often this year for dumber things each time.
Created with Zbrush, 3ds Max, Mari and rendered with Vray.

When I saw this character by Rayner Alencar, I had to model it. Really basic process starting from Dynamesh, retopo’d in 3ds Max and modeled the clothes there as well,
Uv’d them and sent it back to Zbrush. Textures made in Mari and Photoshop. Hair and Fur used for the hair.

Cop.jpg

Nice job on the policeman character. :+1:

Hi Bjarmis. What material did you use for the skin on the Old Geezer sculpt? It looks awesome. I use ZBrush and Keyshot, but it sounds like you use 3DS Max a lot. If you have any tips on how to make skin texture/material like you did on that sculpt, I’d appreciate it!

Hey burtonbenj, I use V-ray to render pretty much all of my characters and I use the SSS shader that comes with it. VRayFastSSS2 to be precise. Using the Pink skin preset you get a decent outcome when you plug in the maps. I only use one skin texture map and that usually get’s the job done for these kind of characters. I polypainted the head in Zbrush and it’s a super simple map. Nothing fancy about it so it shows how much a good shader can help.
I used color correction filter on the texture just because it looked too red. I also followed Luc Bégin V-ray demonstration on his Daniel Craig character, his way of adding a cellular map in the specular channel let’s you create a really fine specular which also helps selling the final render. In the end it’s quite simple shader but with lighting the scene it takes some tweaking to get a good final render but it’s not that time consuming. I also have a 4k displacement and normal map which in the end also helps a lot.
Hope this helps.

The police guy turned out great!

The Boxer, character created by Wouter Tulp. It was a too good of a design for me to not try and create in 3d.
Character modeled and polypainted in Zbrush and rendered with Vray in 3ds Max.

Zbrush BPR

Head.jpg

3ds Max Scene setup