ZBrushCentral

Some Zbrush and Max Work

Nice to see Halo joinig ZB

awesome stuff man

metalman, you totally inspire me with your work. And like the guy above said, I found myself getting killed while playing through the game and trying to take in all the awesome environments. I usually stop and inspect models in game and try to figure out what the artist did, or how they were made. Awesome stuff. Your work is at that level that I’m currently trying to achieve(or get close to).

Question sir! So am I understanding you correctly that you used the mesh generated by decimation master directly in Halo 4? No clean up or remesh necessary? I can see how that may be cool to do on environments . but is it something that’s done one human/organic meshes as well? Animation concerns, clean topology… etc…

I assumed you retopo the meshes but, did you use Decimation master? I am curious as well :slight_smile:

I know right, sounds weird. The fact of the matter is characters and environments are different. It can be insanely costly to retopo enviro art when it is not needed. As long as the poly count, runtime object run well and look good, I’ll use the decimated mesh. Decimation master is fast and there a lot of times in production where there’s a trade off. Is it more important to get it done or to save a few extra polys? Times, coding, and production needs are very different from even five years ago. Personally I think as an industry in particular games, we need to find ways to be faster a cheaper. Once coasts are more then profit it’s bad for the workers. Saving time saves money IMO.

Very Interesting! I would agree totally with your statement does it work, why retopo and as you said when time isn’t a luxury! Very Nice work BTW, and I unfortunately do not have Halo 4 yet but, by the looks of things this could be the one I must have! Thank you for the info and I look forward to seeing more work!

Hi david im a fan!
Is it safe to say that for the stalagmite cave rocks you were doing the same workflow you did for “http://www.thegnomonworkshop.com/news/2012/03/environment-sculpting-with-david-lesperance/” where

  1. Dynamesh+kitbash rocks
  2. Remesh/Decimate in Zbrush
  3. Polygon reduction in Softimage
  4. UV then Cast normals

You continue to serve as an inspiration woohoo!

Totally, the remeshing and stuff totally depends, dyames, reproject and reduction works most of the time from what I’ve played with

thank you! super awesome stuff, straight to my reference folder!

Glad it helps. On a total side note I finally got around to making some kind of web site. Nothing Flashy, I still need to upload my resume but its nice to kinda have up http://david-lesperance.squarespace.com/

Awesome work David as usual! one comment about your website though, When I first visited it I didn’t know that there were more artworks to scroll to on the right, perhaps an arrow or text (ie ‘Image 1 of 3’) it would be a shame to miss out on viewing some of your pieces.

Hope this helps,

Cheers

  • Gerard

Totally lol, adding it on saturday :slight_smile:

many thanks! bookmarked!

Hey all I just up dated my site!! Stop on by if you can. This wasn’t modeled in zbrush but it gave me a tone of great insert brushes lol. Hope all is well. http://david-lesperance.squarespace.com/. I’ll throw a few up once I clean it up a bit. Thanks again

Dave

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Attachments

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totally amazing, i’m speechless…i’ve always admired your work

Here you go hope they helpDavesBaroque.zip (162 KB)

Thats how I feel about your pipes you made lol

Your a legend Dave!

I would love to see how you modeled these

Thanks

  • Gerard

you are too kind and as a great artist you are humble too (hope i’ve traslated it correctly) …
just to say your work is fantastic and would be great to learn from you…maybe in another life eheh
Keep on posting please!