ZBrushCentral

Gabriel Fronza in London Sketchbook

Hello to you all,
I just moved to London from the Czech Republic (from which I stayed the past 1 and a half year, beautiful country).
So I decided to create a sketchbook for the time I am staying here, which is going to be for a long time. I am going to post my personal work and the works I will be doing for the assignments of my course: http://3dclassroom.cgmasteracademy.com/

I hope you all like :slight_smile: Here are some busts for the class with Justin Goby Fields:

Attachments

ZBrush Document3.jpg

ZBrush Document tiger.jpg

ZBrush Document.jpg

qqu04si.jpg

Love them all. Style, execution… excellent.

Nice works! Thanks for sharing!

-Joseph

These and wonderfully expressive. Nice work.

These are fantastic.

These are gorgeous, man. Keep it up!

great character sculpting, I really like the girl

Hey guys, thanks a lot for your kind comments, it inspires me too see that great artists like my work :slight_smile:

Here is another project I’ve made, this time for a class with the teacher Marty Havran, for Production Modelling, again at CGMA. I have used Zbrush and 3Ds max to model everything, all the retopology done in 3Ds max. For more images, please check my portfolio page: http://gabrielfronza.prosite.com/





QllVLsM.jpg

Excellent Style

The girl, cat and bird are lovely! That kind of toony expressiveness is hard to nail in 3d, I imagine.

Hello, this was my entry for the Creative Assembly graduate art contest.

<iframe src="//player.vimeo.com/video/106133278?title=0&byline=0&portrait=0&color=ff9933" width=“720” height=“405” frameborder=“0” webkitallowfullscreen="" mozallowfullscreen="" allowfullscreen=""></iframe> TRIUMPH from Gabriel Fronza on Vimeo.

I made a hi-res version of the notorious Julius Caesar rendered in Marmoset Toolbag2. The idea of my vignette is to present him as a very proud and pleased person with his victories and achievements, in this case, the vastness of the Roman Empire. In real life, he was known for being a very severe general and emperor, but in this CG version, he can’t really hold his emotions, hence the big smile and the celebrative pose.

The floor with the map of europe depicts the Roman Empire of 44BC, the year of Julius assassination. The rattlesnakes on the floor simbolize the pitfalls of his success, the treachery and all the conspiracies that were slowly bubbling up with the growth of Julius’s ego.

How it was made:

The whole scene was modelled in Zbrush,3Ds Max and Marvelous Designer. The textures were made in zbrush, photoshop and the quixel suite. Julius has sepparate textures for each part of his body, the head alone and a few other props have a 4096.4096 texture, but most of them were at 2048.2048. I quickly created PBR materials using the new Ddo, which allowed me to focus more on art than on technical especifics.
The floor was done with Adobe Illustrator, I downloaded an .svg file from wikipedia, and I edited the whole thing and exported several passes to create all the texture maps in photoshop (8192.8192 for each texture).The wine in the cup was simply made in realflow and the snake’s body has a tileable texture made in Zbrush and baked in xNormal.

As a hi-res scene, I decimated or z-remeshed all the meshes so I could quickly UV and texture them, but a few things were either modeled straight in 3Ds Max or retopologized in topogun so the scene would be able to run on my laptop. Everything took me 3 weeks to make.

Luckily I won that challenge, so I am about to start working as a Character Artist at that amazing studio :smiley: Anyway, I hope you all enjoy it!






  • Gabriel

Untitled-123456789101112.jpg

7.jpg

Untitled-12345678910111213.jpg

2.jpg

1.jpg

Cool stage set up and very expressive character… Your previous characters illustrations are awesome as well…

Beautiful detailing on the relief and even the wrinkles on his hand. Stellar expression. I can’t wait to see some test renders of the the character. I love the depth of field and bumps on the rattle snakes overtop the map. Outstanding.
How many hours do you sculpt a day to keep your chops up or work on a personal project?

Post often, reply. Help others and give back to the community, this is how zbrushcentral will stay alive.
http://www.zbrushcentral.com/showthread.php?88496-criptus-wip&p=1109464#post1109464- ZBC Thread
http://micahmyerov.com/portfolio/ - Portfolio
https://vimeo.com/103362994 - Demo Reel 2014

Hello everyone!

I am excited to share my latest work. I work as a character artist for New World Interactive, which is based in Amsterdam. We have released a new update during Halloween for the early access of our game, Day of Infamy.
This update implements dismemberment and I was asked to create a scene in Sketchfab to show what it is about! :smiley:

Press PLAY
You can view the scene by annotations. Click on the right arrow (>) at the central bottom UI icon :slight_smile:

<iframe width=“640” height=“480” src=“https://sketchfab.com/models/b21e28d501bc47329578c829f5afc78f/embed” frameborder=“0” allowvr="" allowfullscreen="" mozallowfullscreen=“true” webkitallowfullscreen=“true”></iframe>

Listen to our soundtrack in the background :smiley:
<iframe width=“100%” height=“166” scrolling=“no” frameborder=“no” src=“https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/265093885&color=ff9900&auto_play=false&hide_related=false&show_comments=true&show_user=true&show_reposts=false”></iframe>

Now some background to it:

Step 0:

asset.jpg

Step 1:

References.jpg

Step 2:

Concept.jpg

Step 3:

Learn how to use RealFlow (gotta love it), import some scene assets into it, simulate sea water, turn it into geometry and export it to Zbrush for cleanup, add details and decimate a lot. Clean the low poly in Modo (no more 3dsMax for me), create UVs, bake. Lastly, make materials in Substance Painter. The sand environment was sculpted in Zbrush.

<iframe width=“560” height=“315” src=“https://www.youtube.com/embed/RqSkIX2LsKg” frameborder=“0” allowfullscreen=""></iframe>

Step 4: Completed environment, most assets are still placeholder. Start implementing some props from the game and bring in a proper low poly explosion.

<iframe width=“560” height=“315” src=“https://www.youtube.com/embed/-FBwzEOrnHc” frameborder=“0” allowfullscreen=""></iframe>

Step 5: Implement into Sketchfab. Write annotations, set materials, light and ambient map, give it VR support.

Result:

chrome_2016-11-03_13-21-59.jpg

chrome_2016-11-03_13-22-38.jpg

chrome_2016-11-03_13-23-51.jpg

chrome_2016-11-03_13-25-17.jpg

chrome_2016-11-03_13-25-25.jpg

Conclusion:

Working on this scene was a real time-management challenge. I had 2 weeks to make this scene and I am extremely lucky to work with amazing people who were able to open their schedule a bit to help me on it:

Ben Turtell -> Rigger and Animator: helped me pose some of the characters in the scene.
Nikolas Sumnall -> Rigger, animator and 3D artist: Helped me to implement the props and weapons and made the wooden base for the diorama.
Valdis Matas -> Particles Artist: Made the low poly explosion, the flying blood, bullet tracers and muzzle flash.
Michael Tsarouhas -> Community Manager and voice actor: Helped me write some fancy annotations in sketchfab.

That is all folks! I hope you enjoyed it (or maybe you tried it in VR and got traumatized), make sure to leave a comment! :smiley: