ZBrushCentral

Holdeen's Max - Real Time

Clearly looks like it took 2 months to do. It also looks like great fun.

Well deserved top row.

Thanks for the workflow videos! Kudos! :+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:D

wOw

How stunning!! great workflow from Zb to unity!
this is really special to show us the complete workflow!
I will email you to ask you for this matcap you use in Zb!
you blew my mind! speechless I am now!

Well deserved TOP ROW Giba!
This model is just fantastic, as I said one thousand times before…

Amazing! @,@

Amazing work! Thank you for the video lesson and tutorial.

Great model, and thanks for the tips and video!

Great Job !!!

I was wondering what was the final Quad/Triangle count on the game Character? And the Game Shield?

Fantastic Work! Some great art here! :slight_smile:

of course it’s great work and it deserves a big applause and a loud “AWESOME” scream. just wondering how long you needed to sculpt this model?!

Guess u used a 3Dsphere?! Or ZSphere? :slight_smile:

amazing work man … and thanks alot for sharing all the stuff you made and the small tuts :slight_smile:

:smiley:

Hi guys… thanks a lot for the comments. I’m glad you liked it. And thanks to the forum for the top row.:smiley:

fred2303 - thanks for the comment. To render all my snapshots once I used the Best Renderer. BPR renders one at a time.

iWertyni - thanks for the comment. Dude, there are many sub-tools and each have over a million polygons. As I deleted some subdivisions to show the full character It has averaged 70 million polygons.

ChristianVFX - thanks for the comment. 5162 tris for shield and 34867 tris for character.

T-Eight - thanks for the comment. I did the base mesh out and added the details in zbrush.

awesome work! Thank you for sharing your workflow.
Just a little tip - you could modify your MaskPen brush for better precision - for example you could assign square alpha for it and also change tablet pressure behavior for it (rgb and size effect), this will give better control for MaskPen drawing.

Amazing sculpt and adaptation into a real time model on top of that! Watching all that masking was kind of scary since I remember the days when you could easily lose masks like that, ha. Gives the sweats thinking about it and watching that detailed masking work!

A question about your low poly model:

What’s with the division of the disc on the left wrist? I’m trying to understand why you put in triangles right at the edges?

Congrats on the top row !!! Well deserved

This is a real treat. Thanks so much for sharing your process. Beautiful work!!!:wink:

i really like the way he runs! awesome work!

Hey Gilberto!

Truly top notch work, and thanks for the insight on your workflows!
cheers!

All I can say is I agree with all that was said about this project of yours.
This is Truly An AMAZING Render
Congrats on a well deserved top row:+1:
All the best to you Sir
Lou

Thank you for the tips. Very impressive!

AWESOME! Enough said.