ZBrushCentral

Francisco Alvarez D - Projects

Hello,
Like many other artist I have been coming to zbrush central for inspiration, motivation, education among many other resources. It is truly a great site, I have learned a lot just by reading or looking at other people’s artwork, there is some truly outstanding work being done with zbrush.

I have never posted here but I thought that I would post some of the work I have been developing for my portfolio over the last 6 months or so. I am as well currently looking for employment as a character artist. The software I used zbrush, 3ds max, maya, and photoshop. 
 
thanks to everybody on the forum for posting and providing insight into their artwork it really helps.
 
 
![mars0.jpg|1200x2226](upload://n7Ks30D7QixRCRzMKgxHw6PBsSx.jpeg)

Attachments

mars1.jpg

dmw4_rz.jpg

You have some amazing work. I really enjoy these.

Everyone one of them are just great. I think u gave a bombastic entry to your first post on this forum. Show us more of your works and the breakdowns also :smiley:

Great Stuff man! I really like de details and textures… maybe little more carefull reflection and glossiness, and the charactere (hunt) I found the relationship of anatomy head and trunk a little strange.
but you have a great job!

Very nice work…bt i think the skin looks very shiny… :slight_smile:

Moops - thanks man I am glad you enjoyed them!

MDGeist - hey man thanks a lot for the nice comments, great that you like them. I will try and keep udating this thread with new characters as I build them. I will post a quick breakdown. My process is mostly.
build base mesh - sculpt - retopo - unwrap uvs - texture - setup material +lights - render…
what I have been experimenting with is using zpheres to nail down base concepts and go from there. That has been really helpful. Also been trying to keep my base meshes really simple so I can go and sculpt and experiment

arthurduque - thanks man, awesome that you liked the textures and details. I tried to put in some work on them. I agree with you about proportions, and the glossines i get carried away sometimes i like to see the some gloss and reflection but I will tone it down in later characters make it more subtle. thanks for the comments

sculptor.zb -thanks man. For sure i will drop down the spec and gloss on upcoming characters.

Some really great work! But, I do agree about the skin being a bit shiny.

So many amazing pieces of work!

5 Stars

Thank you so much for sharing :slight_smile:

Derek Frenzo - thanks a lot for the nice comment ma, I will tone the skin gloss on my next projects for sure

Der_Crow - thank you for the comment. As soon as i have some more stuff I will post it in this thread

Thx a lot for showing your pipeline. Nice idea to use Decimation Master before retopo, since i got Topogun for redoing some parts it should be quite handy not to mention GoZ in Zb4. I hope i don’t bother u but i still have some questions. Which brushes did u use to sculpt the fine details in the hair? In the final render its not a solid block but some hairs are standing up. How did u achieve that and what shader u used for the hair or is it just a blinn with some maps? The highlights come out very well so im just wondering. I also would be interrested to know more about your texturing process. The fine details on the shirt and on the cort jacket look very good. Are they done with stencils and when they are, how did u get them so even scaled and alligned or is that better done in PS? Hope that wasn’t too much…

MDGeist - hey no problem I am glad you found the workflow useful. No worries at all…
For the hair - I used clay tubes to define the direction and mas of the hair and the refined with the standard brush. For the fine hairs I used the slash brushes. THe little hairs standing up are just Hair Cards (polygon planes with opacity). I place them on top of the hair to help sell it a bit more…

For the jacket I just used a line pattern. I did not sculpt it I just textured it using Photoshop and Projection master. Also I used the nvidia normal map plugin for photoshop to create a normal out of the line pattern. THen i set that overlay on top of the regular normal for the jacket.

Hope it helps.!
Thanks again for the nice comments

Thx for the info. I have never heared before from the nvidia normal map plugin but it sounds great for this kind of detail and i definetely will check it out :slight_smile: