ZBrushCentral

Holdeen's Max - Real Time

Fantastic work in every aspect, congrats!:+1:

Fantastic work Gilberto! I really like the touch of the unity web player allowing you to control the character in real time. I’m curious about this and will have to learn more about how it is set up. Like others here, if you give a basic explanation of how that works or what is required we’d all much appreciate it - but you’ve given lots of your time to explain things here already.

My only real critique would be that the way the shield attaches to the arm is an area you might have further developed yourself outside of the concept art. Such a large heavy shield would likely need to be buckled to the entire lower section of the arm in multiple places to be wielded without flopping around. As far as delivering on the concept art though, fantastic job.

Keep up the great work.

Awesome work, mate! Holdeen is a great concept artist and you did a great job with 3D :+1:small_orange_diamond:+1:

One of the best models I’ve seen on ZBC. Great work!

pretty nice man :+1:

i fall in love with this character … its awesome

eof3D - Thank you! I know your tips. But not much like square alpha because I don’t feel very comfortable to make certain details. It’s just a personal preference.I was looking and I really liked the female characters that you are doing. Congrats.

TanTeckWeng - Thank you! Those triangle are to optimize the low poly mesh. Rather than carry the loop over the entire surface. I solve that region with some triangles.

gahpe - Thank you!

MrPixel8 - Thank you!

wigo3d - Thank you!

Claudio Ribeiro - Thank you!

Lou Mareno - Thank you!

danfx86 - Thank you!

Heist - Thank you!

Philidor - Thank you!

FigmentPigment - Thank you man! About the scene in Unity I’ll make a tutorial to explain how to do best and after I’ll share the link here. Even though I use many words here will leave many gaps. Speaking quickly, I export my file maya to fbx with animations and import in Unity. The Unity automatically understands my animation clip, hence needs only to tell her that frame which frame is idle, run, attack … .) I used a default material to leave the scene light. I used the specular map in alpha channel in the diffuse map. Shader used was the Self-Illumin / Bumped Specular why he allows me to use a tint to the specular. At most, it was lighting, Post Effects and Export. Important before exporting configure the Quality Settings to Fantastic, this will leave with maximum quality and with anti aliasing … gorgeous :).

Above the shield I agree with you. However I did some tests to let him pose in a more functional, more accommodated in the arm but it was so cool visually abstracted it. But great observation.

arif.aly - Thank you!

JL-Art - Thank you!

momazacg - Thank you!

achu123456raj - Thank you!

Holy cow this looks GREAT.

I like it, looks good plays well. Neat details, heavy look turns my head.

Good morning: Congratulations on your work in Zbrush, I really would like to learn a little more about metal textures and your great render A big hug
Yhago

Mindblowing work! :smiley:

Wonderful work

The entire character is amazing but, I particularly like the large golden shield, very inspiring.

I caught this on pinterest quite a while ago, but it’s awesome to see more detail on the process. Awesome work!