ZBrushCentral

Will Harbottle - Digital Sculpt Thread

fantastic stuff all round! wow :slight_smile:

it all looks amazing! I’d like to see something about your workflow for creating the print ready versions? ie. at what stage do you go through and separate the parts & key them, and is that done in zbrush or another package?

Your work is very clean. Very inspirational. Would be great to see some wips or tuts. Keep posting these.

Love it! Great attention to details to finish these awesome looking characters. Like the renders as well!

holly smoke,this new works are fantastic as always:roll_eyes:

I love the break-aparts (I’m sure there’s a better term for that) where you show all of the separate pieces. Is it possible to do that on the Deadpool model? The work in this thread is mind blowing!

Here are some pictures of the painted prototypes from Comicon.

Bookends:

IMG_9825.jpg

Hawkeye as a bust:

IMG_9792.jpg

Painted Blondie:

IMG_0739.jpg

blondie.jpg

Cap:

IMG_9837.jpg

And finally a life size version of the Hulk! I didn’t think to get any pictures after he was unwrapped. Oh, well. Maybe once we unpack from the convention.

hulk.jpg

awesome…


SO AWESOME!!!

They look great in these photos! They would look even better on my desk! :smiley:

This stuff is really awesome!

Maybe lots of people already asked, but… do you create you models already in their final pose?
Can you share some tips for hard surfaces?

Your work is really incredible and inspiring, thanks for sharing!

Hi Stefano! I tend to take a figure about 50% of the way before I settle into a pose. This way I get a sense of the character, proportions, etc. I don’t want to get too far along, because often times you end up destroying much of what you do when posing, but I also want to have enough finished that I’m actually posing a specific character, so that the character and his or her specific personality and clothing can influence the pose. That being said, I do many rough poses in the early stages in an attempt to feel what is natural for a particular personality and body type. I also prefer a model with a decent amount of assymetry, and finishing it up in a pose allows for this to occur naturally.

When it comes to hard surface things, I zsketch the parts, then use several of ZB4’s new brushes, especially mpolish and trim dynamic to rough everything in. After that, if I have the time, I usually remesh with Nex in Maya. If not, I finish in zbrush. Zbrush 4 has made great strides in hard surface modeling. I really couldn’t live without mpolish. Try it with ALT. Rather than cutting to polish, it builds to polish. You can really get great results this way.

Cheers,
Will

Here are some progress shots and alternate renders.

The first is one of the 8 foot renders we did as posters for Comicon, followed by a wireframe of Blondie:

blondie_HR.jpg

blondie_Wire_Front_BSTB.jpg

Early versions of Deadpool with different poses and gun concepts, on an early scooter. As I’ve mentioned before, I often start by posing up action figures, and you can clearly see that here:

deadpoolStatue_RoughPoseA.jpg

deadpoolConceptArt_Comp.jpg

A Hawkeye detail and a few different shots of Cap:

hawkeyeStatue_Detail4.jpg

capStatue_CompA.jpg

capStatue_Detail4.jpg

Attachments

blondie_HR.jpg

capStatue_CompA.jpg

capStatue_Detail4.jpg

deadpoolConceptArt_Comp.jpg

hawkeyeStatue_Detail4.jpg

stunning stuff. great work.

top row plz,gold mine of inpiration

Unreal.
Painted Blondie is just WOW!
Thanks for sharing all these mindblowing pics.

This is top row worthy, no doubt!:+1:

Wow! Awesome! Blondie is fantastic.

I really love the feel of each of your sculptures Harbottle! They are amazing, great job

Magnifique!!! :+1:

amazing, each piece gets better and better. top row for sure