ZBrushCentral

StefanoBernardi Sketchbook - 2011

Clay_Gatling_thumb.jpg

Karthik.AL: Many thanks!

AjdinBarucija: Old photos are a great source of inspiration to add character and drama to a still picture; i tplayed a bit more with the filters in after to achieve some different color correction, including a black and white noisy one :slight_smile: Usually i don’t like to go crazy with post processing as it can hide all the painfully sculpeted detail, but this time i tried something exaggerated!

sanketpro3d: In After Effects, with the right few filters you can make great things!

In the images below i played a bit with some extreme color corrections; also, i rerendered some views changing his right hand, that was in a strange and innatural pose.
Now i’ll stop spamming with this guy and i’m ready to move on something new!

Clay_Gatling_BW.jpg

Attachments

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Clay_Gatling_crush.jpg

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could you share your render setup? this came out fkn epic! *saved

Epic! Thank you for sharing your workflow!

Thanks buddy, i tried couple of renders on some models , and the results were quite promising. I have always been running away from rendering (hehehe)but seems like its not that boring, its quite interesting and most important part of the pipeline…
the post work in after effects is something worth trying though, I have also heard about the application called LightRoom …did u ever happen to try i out ? i 've heard its very nice for color corrections n all, try it. I’m gonna too.
Your results with this guy are Potential top row i must say in my opinion.
waiting for some more cool models with supercool rendering !!
cheers !!:+1:

Impressive work. Model is awesome and renders are beautiful. I never thought of using after effects for still renders. The lens effects are really nice. Cant wait to see some more.

SSTRiKERR: Thanks! I postet above my render passes and the filters used in compositing!

eof3D: Thanks man! Today i browsed your sketchbook and it rocks! So many beautiful works!

sanketpro3d: Yeah, rendering can be boring, but presenting a work is an important step to give proper importance to a good sculpt; in my dreams i wanted to do a lot more stuff with this guy, like painting textures and applying tileable normal maps for the cloth reliefs, but i’m running short of time and want to move on new projects :slight_smile:
I use lighroom to manage and color correct my photos; it can be used also with renders, but the sofware is made for photography and gives its best with raw photo data; also, it doesn’t use layers, so i think it’s not a good choice for compositing renders…

soulty666: Thanks!
After Effects has a ton of awesome plugins that permit to obtain effects that in photoshop are just unimaginable…!
At the moment i’m working in the broadcast industry, so i’m learning a lot about After Effects!

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So i had to try out the new sculptris, for me it’s something new as it wasn’t available for mac before today!

Here is my doodle made while learning the software, and trying to understand how far can i push the details :slight_smile:
I started from a zsphere structure and the sent it with sculptris with Goz, pretty useful feature…

Hope you like it!

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I recently finished this low poly model as my assignment attending the Cg Society course held by Katon Callaway regarding fantasy game art creation.
I’ll never get tired of saying how good has been this course, i learnt a lot of top notch techniques and Katon proved to be an awesome teacher!

The model is 11189 polys with 2k textures.

Here you can view the concept from Paul Bonner, long time artist that worked for Games Workshop, Fasa, Rackham and many more great clients.

I hope you’ll enjoy this guy as much i enjoyed creating him!

orc_render_01.jpg

Attachments

composite_posed.jpg

Tpose_composite.jpg

orc_sculpting.jpg

Good stuff, digging the bonner sculpt:+1:

I love your style.

great work.

Stefano, I was going to post on the cgworkshops forum when I saw this, but ended up seeing it here. The final image turned out so nice! Really well done! and nice to see a mac user get all that working. I will have to tell future students you got it running using parallels. Anyway awesome addition to your portfolio, any employee will love this!

Thanks guys!
Thanks Katon, when i was doing just motion graphics, a mac was just ok, but for doing characters is a pain, and the only way to partially solve them was to… install windows!

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Attachments

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good job mate! BUT eight weeks for one character its tooooo much. I mean if you work in gamedev you will never had so much time just for one character! anyway youve made a good job on this one!:+1:

I’m really enjoying the work! Great stuff. About the time factor, 8 weeks of personal time seems reasonable to me. I’ve spent a lot more time than that on my work before.

I just wrapped up a project here at work and I was given a little over 6 weeks for a character. That consisted of hi res sculpt, in game geo, 2 lod levels and fitting pre made assets to the character. This also included all texture maps along with shader set up (pre-vis) This character had some crazy hair as well so that drove the time up quite a bit as well, but these are the same time estimates that are given to the outsource artist as well.

I guess it also is a matter of how detailed your character will be along with how complex it will be.

Again, great work! Keep it up!

Peace-NickZ. :slight_smile:

amazing^^ and tnk for sharing some of u worklfow process!

very nice stuff!

the bonner troll turned out great :+1:

This turned out great! and i agree that 8 weeks of personal time for a character like this is fine. dominance war is a little over 2 months for this very reason…you just don’t get enough time after a full day at work. at work, we get about 8-10 business days to finish a character but it’s for an MMO so not as heavy as a single player console game character. love the break down…pretty much how it goes for me during any game comps!

Thanks for the feedback guys!

Uber, here i just made a week by week pic collection of the topics covered in Katon’s course; it took me more than 8 weeks to complete this one as when he was talking about UVs i was still stuck with the highres sculpting!

I agree that in a production environment 8 weeks or more is too much for a model like this, but i worked on it just in my free time, following the course that has some hours of videos to watch every week!