ZBrushCentral

Undoz's Sketchbook (slight nudity)

CONGRATZ ANDREI !!! :smiley: Love your Blog !!!

thanks for everything you sharing …matcaps, scripts, basemeshes, tips & tricks, and your art!!!

everything is sooo good!!!

Congrats! you’ve always been an inspiration! keep going…

Congrtas, one of the most inspirational stuff presented here

Hey guys, many thanks for the nice words! I’m glad you enjoyed the tutorials.
I have two recent projects that I would like to share with you.

This is a design I made for EVE where I was responsible for all the stages from the concept art to the in-game model. The suit is designed for out of pod combat situations, somewhere in-between the pilot suit I made for Valkyrie and a full combat dropsuit, and it follows the design aesthetics of the Caldari State. I chose to concept the model in 2D before doing a blockout, just to get a slightly different shape language. After I established the design I jumped into ZBrush and did a rough blockout in Dynamesh over a base model to translate the concept and resolve the shapes into the 3D space. Afterwards I chopped it into different subtools (the new Copy/Paste tools are great) and rebuilt it piece by piece.

Blackbird_Closeup.jpg
Blackbird_Views.jpg
Blackbird_Hand.jpg

female_blackbird_sm.jpg

The second project is a concept/highpoly model for a Canopic Vat Module in EVE. This one was created entirely in ZBrush and it served as a test for ZModeler along with the Dynamic subdivisions and the Keyshot bridge.

Vat_C1 copy.jpg
Vat_C2 copy.jpg
VAT_Wires.jpg

Cheers,
Andrei

Attachments

Blackbird_Closeup.jpg

Blackbird_Hand.jpg

Blackbird_Views.jpg

Vat_C2 copy.jpg

Vat_C1 copy.jpg

VAT_Wires.jpg

And here are some images of the final textured game model along with a few texture variations.
Blackbird_LP_Views.jpg
Blackbird_Capture_Black_B.jpg
Blackbird_Capture_Black_A.jpg
Blackbird_Capture_White_B.jpg
Blackbird_Capture_White_A.jpg
Blackbird_LP_Wire.jpg

Thanks,
Andrei

Attachments

Blackbird_Capture_Black_A.jpg

Blackbird_Capture_Black_B.jpg

Blackbird_Capture_White_A.jpg

Blackbird_Capture_White_B.jpg

Blackbird_LP_Views.jpg

Blackbird_LP_Wire.jpg

1 Like

lookin slick Andrei!

Love the design.

hey dude!

long time, no see…
beautiful work as always, man.
great design and executed very well.

-r

Thanks Daniel! Much appreciated.
Brett: Thanks man, really glad you like it!
Rasmus: Hey dude! I know, I’ve been in lurking mode for a while :slight_smile: Glad to see you still on top of it!

Great job on the combat suit!

Fantastic job! I love your work

Superb craftsmanship.
It takes a certain kind of brain to do such work.
Apparently you have such a mind.:+1:

Beautifully done!

I love how it perfectly balances detailing while maintaining a recognizable silhouette. Top notch stuff. :+1:

Incredible talent!
Please continue to delight us :slight_smile:
Can you please tell the poly-count of the in-game model and the time it took for the whole in-game pipeline, like baking, low-poly, texturing and stuff.

Awesome-sauce! That breast plate looks kinda medieval in its general shape. I’m into it;D

Many thanks to Pixologic for the feature. Much appreciated! :slight_smile:

Derek: Thank you!
Thanks Arash. I love your works man!
Thanks boozy floozie!
SKYWAYS128: It’s good to hear that the design feels balanced. I find that very important. Thank you!
belogriviy: Thanks :slight_smile: I hope to do so. The low poly model is around 18k tris, but I can’t tell exactly how long I spent on it because I was working on it alongside other tasks. In a studio environment the integration part of the asset can take as long, or even more than creating the asset.
Sam: I was trying to come up with a different design than the usual breast armor :slight_smile: I’m glad to hear that you like it. Thank you!

Hey everyone! Here’s a new cinematic character project I’ve been working on recently.

The character was modeled in Zbrush and then baked onto an animation ready mesh using the MultiMap Displacement Exporter.
The hairstyle was created with Fibermesh and then exported into Maya where I used the curves as guides to drive the hair system. The XGen setup I used is mostly procedural and consists of a couple of modifiers driven by custom expressions that output values based on the hair length.

Hope you like it!
Head_LongB.jpg
Head_Zbrush.jpg
Head_Maya.jpg

Thanks,
Andrei

Attachments

Head_LongB.jpg

Head_Zbrush.jpg

Head_Maya.jpg

1 Like

Very nice! Great job on the face! :+1:

That is veeeeery nice work undoz!

Nice one sir :slight_smile: