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David Schultz - Thread of Hilarity and Doom

I love it, I’m looking at it on a very very high res screen, but it looks fantastic!

Oops!
Forgot to ask:
How did you do the voluketric looking lighting? It’s awesome! Awesome and I really really want to be able to do that too!

Oh my god…
This thread!!!

Thank you very much! I just painted it in Photoshop. I used some noise/dirt textures I made in Substance Designer as patterns, and I used my depth pass to isolate the background as a mask for the bg areas. For the light cone, I just painted it in with a noise as a clipping mask. I looked at some photos and tried to mimic it. I wish I had a better solution directly in KeyShot.

One more go based on some great feedback from the KeyShot forums. #Zbrush, #Keyshot, #Photoshop

Higher Res: https://www.artstation.com/artwork/JJPbz

dschultz_ProductionFacility_011617.jpg

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Hello all.

Here’s a WIP of a redesign of a Chozo statue from Super Metroid. It’s all Zbrush and KeyShot. I’ll do some material/texture work after The Zbrush Summit. :slight_smile:

david_s_metroid.jpg

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Oh my god I love that!!!

Thank you very much!

Grt work man .Really top row …congrats and cheers;)

Thank you very much, Shanky!

I always liked the Chozos from Metroid, and I wanted to do a redesign and play with some new processes. 95% of it was done in ZBrush with a little work in Modo and Fusion 360, and it was rendered in Vray for Modo, with some post process work in Photoshop.

Here’s the ArtStation, if you want to see it. https://www.artstation.com/artwork/rGKeJ

sm_12_Final.jpgsm_10_grey.jpgZbrush_Final_Bools_Render.jpg

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I updated the renders. I felt like I needed to get rid of a little bit more of the noise in Vray.

Dope, I really like how the “spines” look ;).

Thanks a lot, man!!

:+1: The plates in arms and hips are because live booleans?

Yeah, I think I was using them to cut in extrusions into the back of the ball shapes. Instead of modeling out extrusions in more complex shapes, I’ve been trying to use booleans more to do the work, because unlike using trim brushes and extrusions, etc. I can just move and change the shape of the cutter at any time to get the result I want. I think these are pretty simple. Sorry if I am over-explaining this. Here are a couple of examples.

This is the ball joint with its cutters, and its result. Sorry I changed the camera after taking the screenshot. :slight_smile:
Arms_Balljoint_Bool.JPG Arms_Balljoint_Bool_Result.JPG

Shoulder_plate_Bool.JPG Shoulder_plate_Bool_Result.JPG

Chest_Bool.JPG Chest_Bool_Result.JPG

You can see I didn’t really worry about what I wasn’t going to be able to see from my camera view.

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Arms_Balljoint_Bool.JPG

Shoulder_plate_Bool.JPG

Chest_Bool.JPG

Arms_Balljoint_Bool_Result.JPG

Shoulder_plate_Bool_Result.JPG

Chest_Bool_Result.JPG

I see, that makes a lot of sense, it’s a great advantage that you can edit it any time. Thank you for the thorough explanation :D.

I imagined this as a creature in purgatory that collects souls that have been stuck in limbo. I used ZBrush, Modo, Vray, Substance Painter, Toolbag, and Photoshop.

Higher res and close up here: https://www.artstation.com/artwork/O5m5e

dschultz_cameraLong_02_curves.jpg

dschultz_ship_CU.RGB_color_denoised.jpg

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I got a final render of this lovely fellow. Almost all Zbrush; small tweaks in Modo with procedural shaders in V-Ray with a little paintover in PS.

Higher res here:

https://www.artstation.com/p/DbV0y

dschultz_IB_02_Comp_Meg.jpg

actually i like the way you textured this creature and also your render is fine but the main concept of this creature not good at all specially the head part