my god, this jacket kicks ass !!!
nice, thats a LOT of details…
if you are allowed to answer, i got a few questions.
what is that mesh’s final polycount, and are all those small details sculpted. if so did you use custom stencils ?
again, very impressive work man.
Great stuff Seb, I like the statue, shoulda been in Asassin’s or something
GoGo Team Ubi! yay!
Wow Seb!
Thats gorgeous work, as always!
The gear looks fantastic as well!
Thanks for sharing : )
S
That gear detail rocks! Do you have a wireframe? I’m going to assume all the shapes were pulled from basic cubes? really inspiring stuff
- darrrell
In the process of moving, almost missed this, would have been
a big loss.
Tremendous is a word I would not hesitate to use, lots of work
invested here.
Congratulations!!!
daaaaaaaaaaaaaayum Seb! Fantastic work! Is there any way we can see the full hi rez sculpt? Which engine are you guys using at Ubi by the way? (not sure if that’s nda info or not) Looking forward to more of your work!
Why’s it gotta be “the black guy”???
Hey Seb this is just awesome… I have no more words to express, this is the level we all would like to reach on these forums…I wish I could give 10 stars **********************
…this will very more nice!
That Jacket is insanely detailed! congrats on the great work. how many polys is that? could you show us what the base mesh looks like. Man this is really good work!!
Thanks all for the great comments, I’m very glad to show you a bit of my work, it was hidden for such a long time…
The base mesh for the gear is extremly simple… At this time I had no zmapper so I couldnt normalmap a new low res mesh ( I dont like to bake normals in an external programm). Its a simple torso mesh, pretty low res, made with simple quads.
But regarding details, theres much more in the carrier crew I did, it might be the most complex object I ever sculpted in zbrush.
For 2 weeks slow in characters needs, I had to do some gothic patterns. I wasn’t excited at all at this idea, but finally those 2 weeks were simply awsome… I learn totally new way to approach zbrsuh workflow, I would have never thought without this exercise…
With the smart resym combined with tools and projection master you can achieve creazy complexe models…
Here’s some of those:
No doubt I’m a gothic fan now!
Wow! This is beautiful!
I have to simple questions and I hope I don’t take too much of your time.
What is your workflow when making all this patterns with PM? Did you use any kind of alpha brushes?
Very inpiring work!
Javier Loredo.
So are your going post a workflow soon?
Hopefully by posting here I can absorb some your skills, by osmosis. I’d like to know how your getting that much detail. Although you loose some points by not being involved in the Rabbid Rabbits game. Greatest game character, currently.
I just learned about Gothic architecture recently too. Doesn’t seem to practical, but is impressive looking.
Hey Seb
We need a tutorial for this sure, give us all a zscript…
I always knew zbrush can be used for such structural detailing…you have proved me right
please take out some time for a tutorial.
Nice work man. As for others, he did just tell you how to do it. Perhaps a little testing…
A couple examples on how you get things like the highly detailed tiles on that last pic, and the arches on the first would be really cool. Awesome stuff, bro, very inspiring.
Wow beautiful is correct, Great stuff Seb!
but to tell you the truth I’d rather look at something that requires imagination and not something you can see in everyday life
I love the non-human stuff you got on your site, keep it up!!