Makingof Maschinen Project In Zbrush | AVCGI 360 Check this awesome makingof Maschinen With use of Zbrush and photoshop.Artist create a cinematic character inspired by major studios such as Blur, Blizzard and others. Artist profile- 911 Total Views 74 Views Today Dan Roarty - Character Artist Maing Of 'The Punk' by Vikram.V Introduction "Punk" is a character inspired from one of the models on 3d.sk. The intention was to make a character aesthetically pleasing, which stood out from the rest and had a unique design. After some research I found out that there were not many models of punk type characters, so I decided to go in that direction. In this article, I will try to explain the process I followed to create the character. My work speed is much faster in ZBrush than it is in 3ds Max, so I prefer doing most of my organic modeling in ZBrush (Fig.01). Fig. 01 Sculpting One of the most interesting parts of character modeling is sculpting. During sculpting, the most important thing to do in my opinion is to keep turning the model and viewing it from all directions. Fig. 02 Clothing I created a mask for the vest, and used the Extract option under the Subtool palette to create a new subtool. Fig. 03 Pants and Shoes I created the pants in the same way, extracting, retopologizing and sculpting. Fig. 04 Fig. 05 next page >
Pierre-Olivier Levesque - Badass Zbrush Sculpting Collection Watch some amazing Stuff done by Pierre-Olivier Levesque in Zbrush. Below is some various he has worked on in 2014 at Gameloft and some personal stuff. All Done in zbrush and render in vray and keyshot (the lastest). For the solider He used: zbrush / maya / marvelous designer / xnormal / mari / quixel / marmoset This one is based on the concept of Karl Kopinski: Cameron Kerby : 3D Artist : Portfolio Cameron Kerby Copyright 2013 Features The license has changed in order to provide maximum freedom for artists. All output data is now licensed under CC0.Application updates include: Better models obtained through laser scansNew polygonal hair libraryImproved teeth modelNew slider buttonsMore accurate morphing systemNew clothes libraryNew skins libraryMore intuitive ethnic mixerMitsuba and povray integrationMultilanguage supportExternal tools updates include New standalone maketarget applicationNew makeface scriptNew makeclothes scriptNew makerig scriptKnown issuesCommunity updates include An online repository for user-contributed skinsAn online repository for user-contributed modelsAn IRC channel We are proud to announce that MakeHuman has switched to the most liberal license available for output content! Content created with MakeHuman is licensed under the CC0 license, giving artists unprecedented freedom for using their MakeHuman creations in any way they can imagine. For the code as such, MakeHuman is switching to AGPL.
Anthony Jones — Robotpencil Clément Melendez - Level Designer - Portfolio Role: Pre-production: I prototyped gameplay mechanics and missions for a few months, then was put in charge of the Vertical Slice level. Production: I designed the 6th level in the game, York (labelled PAX ROMANA), from beginning to end. This involved the usual: documentation, block-out, asset placement, AI scripting, scripted events, mark-up, bug-fixing, optimization, balancing, etc. I was also the owner of the LD scripting tools (creation of modules, requests for tools, maintenance of the editor). Description: The game tells the story of Marius Titus who witnesses the murder of his family at the hands of barbarians. Challenges: Many factors made this project challenging: new IP, launch title for a new console, new team, new genre for the company... More than anything, I learnt how to balance communication, level-design tasks, documentation, and associated tasks such as maintaining the editor tools, training newcomers, reproducing bugs, creating test-maps for programmers, etc.
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Gurjeet Singh on Building Great Lowpoly Characters Gurjeet Singh is a 3D artist who specializes in high and low resolution modeling. He’s been working on games, CGI-movies, and even helped to build some of the exciting sculptures for the fans of The Elder Scrolls: Skyrim. Professionally, Gurjeet has contributed to a number of cool games like Dead Rising 3, Batman: Arkham Origins, Firefall, WildStar and worked on collectibles for Mass Effect and Skyrim. A Little Introduction The Elder Scrolls V: Skyrim – Shrine of Talos My name is Gurjeet Singh, I have been working in this industry for more than 5 years now. Building 3D Models The Elder Scrolls V: Skyrim – Daedric Armor Always look for proportions, bigger shapes, and silhouettes. If I am working with a concept, I give it my best to match everything, do a lot of research about the character, gather references, and add more charm to the model while keeping the original feeling of the concept. The Sister of Battle Concept This was a really fun and long project for me. Achieving 2D Look in 3D Tools