ZBrushCentral

xtrm3d little corner

thank you …
yes iray in substance painter
now for something else

first pass on a very loose design concept by my friend nick gindraux
i would say 90% zbrush and 10 % maya this time

could not resist … super quick retopo with zremesher , uv master , then decimate … and straight to substance painter

just a stupid material test to motivate me to finish teh sculpting process

Nice…really like that worn paint feel.

great stuff. looking forward to your next post.

more progress
switching to redshift render soon and then adding a driver

slowly working on the driver between project

did not post anything for a long time …
going back into the flow

progress on the driver

another silly experiment

more silliness

final render done on this project … time to move on into something else :slight_smile:

zbrush with a lot of dynamesh , maya , substance painter

pushing hard forward to get something decent to render for my upcoming Gnomon Workshop tutorial “Introduction to redshift in maya” got inspired to do more and more inside zbrush after watching the latest videos from Michael Pavlovich :slight_smile:

some headgear work

almost time for retopo

since zmodeller was used a lot on this one ( can’t wait for the update …really want to play with the 3d manipulators and boolean )

back the drawing board with this one …
now time to redo teh uv’s

pilotx4-2.jpg

good

the pilot need something to fly around

SEAT.jpg

uv master + substance painter …

That’s great (as usual :D)

I wonder how you handle UVMaster for hardsurface stuff.
Breakdown, even a short one, would be much appreciated!

“”Breakdown, even a short one, would be much appreciated!""

i am very straight forward with this workflow … because my final target is not a rendering … but a physical model kit // that get 3d printed and casted

here some of my kits /
https://industriamechanika.com/shop/31-christophe-desse

base shape with boolean in maya ( crease+ ) / dynamesh / add details / panels loop / clip/ trim and so on / zremesh (not carring about topoflow ) / uv master , either with painting region or by groups / reproject / decimate / take in painter and texture ,render