Pablander takes us on a journey into the depths of the forest. It’s a good thing he’s provided a breakdown of how we’ll get there. Check out his latest ZBSee post to see how this winter wonderland and its strange inhabitant came to life. The piece was modeled using Dynamesh and the fur was created with Fibermesh. Pablander even rendered the final image using the BPR rendering capabilities found inside ZBrush. Overall, we’d say it’s a fairy tale come true.
It’s time for a double feature!
Today’s interview is a joint affair between Crytek (who developed Ryse: Son of Rome) and Platige Image (who provided its cut scene cinematics). This gave us a rare opportunity to not just go behind the scenes with the company that brought us the incredibly powerful CryEngine platform but also to learn more about their collaborative process.
Check it out here.
Hossein Diba draws inspiration for his Top Row winner from what looks like a “Taxi Driver” era DeNiro. To find out if he’s “talkin’ to you”, visit Hossein’s user gallery. You’ll get a breakdown of Hossein’s workflow and see how to generate everything from eyes to hair. Take advantage of our video tutorial library inside ZClassroom.
Reaching into the caverns of his sub-conscience seems to come naturally to ZBSee member Gutalin aka Alex Kozhanov. This isn’t the first time he’s “wowed” us with his desolate environs. This latest piece captures the sentiment of an untold narrative and is driven forward by a lone protagonist, sitting in what appears to be a state of angst. Visit Gutalin’s user gallery for an “unabridged” tour of more “Space-Scapes”.