ZBrushCentral

Realtime Rendering Characters

Great sculpt. :wink:

wow, awesome work! :slight_smile: its rare to see fan art made this well, congrats!

Beautiful work!

great work!

I like the gollum. He looks very close to the real one. I didn’t know displacement maps could be used in game engines? just curious. I would love to see the wireframes you used. cheers

such a Badass works:rolleyes:

Cool work.

Hi, Ishikawa san.

You are insane! You have done 17 characters in 2012! Questions, how many hours does it take to finish each character? How many hours are you sleeping? You sculpt super fast. Top row! Thank you for sharing.

Taka

Totally inspiring!

Awesome zbrush work! :+1:

Thank you for the many comments!!!:smiley:

Today, answer some questions,
and Fan Art Model Predator Bust.

>>takahiro3d
Thank you! I sleep 6-7 hours every day. The exact time of the work I do not remember.
But, I want to say this. I consumed a lot of my time really. No “super fast”

>>soulty666
Game engine can use the Tessellation&displacement map in DX11.
Maybe, DX11 Tessellation is a standard feature of Next-generation games.

Predator Bust.
predatorbust.jpg

3set.jpg

pre4.jpg

white.jpg

ZBrush shot.
Of course, I used zsphere&dynamesh.

All dynamesh.

Update Realtime Spiderman. Fan Art model.
sp.jpg

Finally, I introduce the all my personal work of 2012.
Thanks for watching to the end!


some really inspiring work in here mate, well done!

Thats a lot of work, GJ looks good.

awesome!

Super awesome work, and those real time renders are gorgeous

Awesome work. :wink:

so deserves top row!

Definitely top row work!

Massive work and of great quality here. Kudos!

I’m totally in awe of your output!
Amazing work

I’m curious to know your workflow from Zbrush to Marmoset
Do you paint the characters in Zbrush and then output the paint as a texture map?
What exactly are you exporting from Zbrush??

I’m trying to learn all this stuff from bits and pieces foraged from the interwebs and your insight could fill in some holes for me