ZBrushCentral

Warhammer Online : Cinematic Characters (spread over several pages)

It is amazing,I love the model ,texture,and fur.:+1:
I hope to see more process or more character.:smiley:

nice work

that’s cool buddy
can’t wait to see more

Wow, awesome and amazing works!

Magnificent work as always, I did’nt know you had gone to Blur, a well deserved reward for all that hard work you have put into entertaining us with great CG (Moo). Now I know you are working in ZBrush as well, I will look foward to see your other ZBrush work.

niiiiice, you are such an inspiration :+1:

Nice stuff Alessandro, like it a lot!

ahahah faccio un giro su zbrushcentral e guarda te chi vedo! il Balda!!! :lol:
Very nice works man…as usual! :slight_smile:

Now i started with zbrush too…i’ll show you something soon :sunglasses:

really awosome and kick ass work ! :+1: :+1:
i really love the cinematic … and every creature in the movie
i also like the creature who “eat” the little goblin , that was awosome idea !

share more please …

wow !..amazing works !

Great job!

Here’s my contribution to the warhammer project.
Nice work on the Helder Ale ;).

Which is beautiful of course … i think it`s worthy to ask around here if people wants to post what they did for warhammer in this thread .

I really appreciate all your feedbacks guys !

Ale

Cool dwarf

What poly count are these guys at? Wireframes would be sweet

:sunglasses: Cool:+1:

Fantastic job! show us more :slight_smile:

Yeah guys, show us more please! i loved all those cinematic characters!

by the way, incredible dwarf! :+1:

but please dont’ forget to give us some inout, how you did it, and how was lighting and rendering done in the cinematic…

thx,
capu

The dwarf is just made of awesome! :+1: I’ve always loved those Warhammer dwarfs

Uhm…i can speak about what ive done for mine even tho i guess its nothing that specific.

We had a 2d concept as reference and the ingame model for proportions , so what i have done is basically to take some elements of the low res model, mainly the most organics part like the head…arms…legs…hood and import them into zbrush. The ingame model proportions were more or less what we need for the cinematic, so it was just a matter of sculpting a lot of high res details and reshaping a bit some volumes.Once this is done it`s just a matter of retopologying the geometry for our needs and generating the normal maps or displacement maps. For my character i only used normal maps, but other guys used displacement as well. Once again zbrush is a vital part of this process. These particular renders and the whole cinematic are done in mental ray with the phisycal sun and architectural materials.

Here there are some wireframes of the final subdivision 0 geometry :