ZBrushCentral

the wrestler (WiP museum_scene)

This one looks very cool man.

Excellent job done on that ceiling scape Michalis :+1: Fantastic in fact.:D…Luv it.:slight_smile:

Glenn

Thank you, Glenn.
Still not convincing as I was expecting.

Nice result! Time for a fresco? :slight_smile:

he he
Thanks Bas.
A fresco! Do you mean a real fresco? I’m very well aware of this old technic. IMO, the best ever medium in the history of art.
Fresco is not just painting on a wall. Fresco means painting on wet lime. Limited time to work on it, but it combines all the beauty of oil painting and watercolor medium, the same time.
So, a fresco, a fake one. Let’s forget it. :lol:

Digital never dries… :smiley:
They were great those times. I started making my own oilpaint, but where to buy everything at the moment? Pigment, dammar varnish, linseed oil and good beewax? BTW, look for the book written by Max Doerner, a lot of info.

but where to buy everything at the moment? Pigment, dammar varnish, linseed oil and good beewax?

Hey, I can still buy them in greece, however, I remember excellent shops in Paris, London, etc.
BTW, here is the great reference: (for advanced users :lol:)
http://www.amazon.com/Painting-Materials-Short-Encyclopedia-Instruction/dp/0486215970

Be careful with the beewax on oil painting. Don’t overdo with it.

From east to west, from ancient times to sci-fi. :lol:

maskDisplL.jpg

Very interesting … I really like this piece! :smiley:

Cheers, David

i like the mix between your typical sculpture and the displace current

I like it.

Thank you, LVXIFER, Chalkman, Recorgasm
I forgot to mention that the above sculpt counts 200k quad faces only. It still is a very low retopo base, subdivided, with nice UVs. So, baking with one click for game assets.
Some other benefits of this method:
You can still sculpt without losing the displaced details/patterns as these are coming from the displ UV map.
You can still alter-edit the way the UV islands are placed on the map (working in blender or other package with a decent UV editor)
You can still mask areas and apply displacements (in zbrush, or control multiple UV sets - in blender by using weight painting system)

Another study.
This time it is almost a game asset. A ~2000 faces mesh + baked normal maps.
(I had to subdivide it x3 avoiding termination issues of a pathtracer/cycles - smoothed shading)
The composition ala David Chalk style (diagonal) lol

NorMapsSculp2.jpg

…the flabby space ships ! :smiley:

Beautiful your best to date in this style

Hi Michalis,

Very nice diagonal work. :lol: Thanks for the mention!

Cheers, David

@Pilou
Thanks. Dali was never my favorite. You won’t find many references related to his art among my posts. If you find any, it came from the back door LOL.
@LVXIFER
Thank you, much appreciated. It was a challenge for me to export a low poly mesh of this details. Without using the well known retopo procedure.
@chalkman
ha ha, thanks man. I love the way you’re composing your artworks. In some way, they remind me Kandinsky’s works.

Prometheus 2? Nice spaceship !

Yes this is really cool : Tu: