ZBrushCentral

Hypercharge Art Dump

Greetings fellow Zbrushers!

It’s been quite some time since I have posted here, and with ZBrush being the main horse that drives my production cart, I wanted to bring some of my creations to the forum to share. These works are for the video game, Hypercharge: Unboxed. I’ve been the Art and Animation Director for the company for several years and the principal artist on the project. These models were all built completely in ZBrush except for the boxes that required more accurate UV layouts. I recently picked up a copy of Keyshot, and after wiping the drool away from my keyboard over its beautiful renders and ease of use, I’ll be pumping my work back through here for everyone to view. This has been a heck of a journey as an artist to work on this project and there is so much more to come! Given the nature of my work, it will take time to get some more renders out there to you guys, but should be back around in a few days with some more visuals.

First entry in this series, Breaker!
Breaker is one of our upcoming character releases and I wanted to bring it to this community first to showcase it. Thank you all for looking, and I will be back again with more updates as I squeeze in the render hours needed for accurate caustics on all of the additional models I’ve produced :wink:




There’s more to come, thank you for looking, and happy ZBrushing!

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Hey guys! Swinging by real quick to update with some viewport clay sculpts of Breaker.






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Also, wanted to post Mightus! MOTU fans may recognize some inspiration for this one :slight_smile: Thanks for stopping by and happy ZBrushing!









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Hello fellow zBrushers! We’ve got a few things cooking over at the DCC camp, and we’re about to have another big update. This time we’ll be releasing some new enemies! The first one I wanted to share with you is the bRobot! The model was entirely constructed in zBrush. More updates in the coming days :wink:

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bRobot looks great! Cant wait to see more :+1:

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These are freaking awesome! Loving the box designs too!

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love the color scheme and the shapes on the model! :slight_smile: great work!

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wow! I’m incredibly happy to hear you all are digging these figures. There’s tons more to come to this thread and I truly appreciate your support and appreciation.

The latest enemy addition, Ninja JOE! Their home world destroyed by Hypercore Tech, the elite Ninja Assassins, the Joes, have joined forces with Major Evil to rid every planet of the untamable power that obliterated their people.

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Oh man, had to come back to this post, loving the Super Sentai/Power Rangers vibes! Keeping making these characters!!

greetings fellow ZBrushers! I hope that this summer has been treating everyone well and that all have been as safe as possible. I’ve come back to update this post with one of our newest enemies to be breaking onto the scene, the UFO Mothership! Everything but the box was made in ZBrush. There’s more on the way, just not enough hours in the day to render it all :wink:






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It’s been quite a while since I’ve updated this thread. Now that content updates to Hypercharge are coming to a close as we approach an XBox release, I’ve been making time to create in-engine renders of my work and additional ZBrush renders of final decimate models.

Without the ZModeler, Live Boolean, Dynamesh, and Decimation systems, modeling these assets would have taken considerable time and care. ZBrush ultimately allowed for greater creative freedom and less anxiety about articulating individual pieces. I could go straight from idea to sculpting without the need for multiple concept art iterations because of the flexibility that ZBrush provides artists.

First asset in this series of updates is the LED Blimp boss enemy featured on our Adventure Dunes map. Inspired by a fairly obvious toy from the 1980’s, we needed to create a boss that could drop random enemies on the ground while dominating the skies. We had a framework from the existing boss, The Cargo Plane, but needed something with a little more nostalgia. I designed the triggers to complete two conceptual tasks. The trigger would drop bombs from the wings, and the slider on the hilt would open the cargo doors.
The inflatable blimp portion of this asset was generated using the Dynamics system in ZBrush. This particular toolset was invaluable in being able to create something convincing and was loads of fun to experiment with.

Towards the end of this post, you’ll see a second iteration that was cancelled. This model was going to be Major Evil’s Gunship where enemies would launch from the top cargo bay and also be dropped from the bottom cargo bay. The buttons for this attachment included popping open the upper cargo hold, firing missiles, and opening/closing the canopy. This was put in-engine, but in the end, we opted to make the final showdown with Major Evil a very up close and personal one for the player.

LED Blimp (rendered in-game Unreal Engine 4.26)





Zbrush Sculpt (ZModeler, Dynamesh, Live Boolean, Decimation Master, Dynamics)


Initial Keyshot render test


Major Evil’s Gunship (cancelled asset)



Thank you for taking the time to view my work. It’s been a tremendous labor of love that is still running strong and has a lot of life to give to a new generation of video gamers, action figure collectors, and toy enthusiasts alike. There is much more I am putting together to show the community, so until next time, all the love and happy ZBrushing!!!

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Awesome panoply of toys you got there @skrawnybynature :+1: Well done.
Jaime

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this is great stuff. Thank you for sharing so much.

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@Jaime and @PixoPaul thank you so much for your kind words! Truly. I’ve admired you both throughout my membership at ZBC, and your recognition means a ton! Thank you both.

For this thread update I wanted to include some models I created during the time of Live Boolean’s launch. We (Digital Cybercherries) were struggling to develop ways for players to navigate throughout the environment. I developed three assets to aid as a solution. The Jump Pad, the Teleporter, and the Jet Pack.

The Jump Pad:
This device can be built in the level to aid a player reaching far distances in a short amount of time. We included air control for players so they can choose how far, and what direction they actually launch.


This was the first asset I ever built with Live Boolean and it opened my mind to the power of ZBrush as my main modeling work house. I focused on the ability to launch the player with the physical angle of the toy; the body was built with hinges and alternate legs to achieve different launching angles, but in the end, we just used code :smile:

The Teleporter:
The Teleporter was my second piece working with the Live Boolean system. With this model I wanted to focus on utilizing the curve and stroke functions within ZBrush to make the cables while fully understanding how to organize subtools for Live Boolean.



The Jet Pack
This is a rare item. Sometimes found in the wild, and sometimes won at the Prize Machine (saving this model for a later post). It is a game changer on larger maps, but also makes you an instant target when playing PvP.

Finally I wanted to include one of the many characters I developed.
Cyberfury


One of 16 action figure characters available to unlock in Hypercharge: Unboxed with 100+ unique head and skin combinations.

A tribe of peaceful warrior monks, The Cyberfury only engage in the heat of battle should their skill and wisdom be of the most dire need. During the first Hyperwar, they aided Max Ammo in defeating Major Evil, but in that defeat they saw Major Evil’s impending return. Over many years of isolation, the Cyberfury used their mystical powers to fuse their warrior spirit with advanced technology. Now they are back in the fight for childhood memories as Max Ammo summons their aid once more.






Thank you all for viewing my work. There is a lot more for me to show, so please stay tuned, and as always, happy ZBrushing!

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what a great thread of posts. Thank you for sharing so much. Love all of the items you’re sharing. Live Boolean is a game changer for me and it’s great to see how other artists are using it.

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Superb work !!!:sunglasses::+1::star2::star2::star2::star2::star2:!!!

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Holy smokes, featured on ZBC?!? I am over the moon! Thank you @aurick @PixoPaul @KyleJ39 @Pixo_Daisuke @Jaime @Spyndel @Geert_Etcher_Melis for taking the time to scroll through this growing thread and read through my walls of text :slight_smile: After 17 years of using ZBrush, I am truly honored. :heart:

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This is second character series I designed and sculpted for Hypercharge.

Insectoids!

https://www.artstation.com/joshlennen



Thank you again for viewing my work! Happy ZBrushing!

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Greetings fellow ZBrushers! In this update I am showcasing the Nebulon character series from Hypercharge: Unboxed. Next to the Insectoids, this was one of my favorite character designs to sculpt. I do wish I had more time to refine the heads a bit more, but they were so small as an action figure head that I had to push forward. Though they are not IJM draft ready, they do 3D Print nicely in resin :slight_smile:

The whole character including heads was completed in less than two weeks with an additional few days for texturing. Before the Nebulon characters were introduced, most of our action figures were fairly squared off in their silhouette. It was fun to bring a bulkier design to the lineup of what has become 16 unlockable characters.

Next updates will include some hard surface weapon designs modeled in ZBrush and a couple of characters I’ve yet to publish. Until then, I hope you enjoy!

https://www.artstation.com/joshlennen


Thank you for viewing my work and I wish you all the best in your sculpting adventures. Happy ZBrushing!