This latest Top Row piece takes us back to the days when quarters could be heard falling recklessly into the arcade machine’s we knew and loved. With this latest post, Samuel Compain aka Neobear, captures the old school sentiment of characters like Final Fight’s Mike Haggar and fast forwards us into hyper overdrive with a quasi-mech suited gunslinger!
Check out his post and see the complete breakdown of this incredible model for yourself with an in-depth tutorial on page 2. Neobear mentions everything from starting his work with Dynamesh, using primitives for accessories, Mesh extractions, Insert Mesh brushes, Polypainting and even gives us a quick glance at his rendering process inside ZBrush. This is definitely a post worth bookmarking for reference.
You can sharpen your skills in all these areas and more by visiting ZClassroom where a slew of FREE video tutorials are waiting for you.
Once in a while, a post comes up on ZBrushCentral that leaves our mouths gapping and has us wondering by what sinister magic human hands arrived at said conclusion. This latest Top Row nod sees Dan Ulrich arrive in style. The work is of a quality reminiscent of Norman Rockwell’s illustrations and the movement seen in Frederic Remington’s turn of the 19th century sculptures. Be sure to check out Dan’s user gallery for more top level ZBrush sculpts.
Check out the Top Row gallery for more of the best ZBrush sculpts. Remember to keep posting your latest ZBrush creations. You could be next!
This latest ZBrushCentral post from Guang Yang, aka artsunshine, takes realism to new heights and lands on the TOP ROW. Check out the high quality details in this render. It’s enough to keep us meditating longer on how it was done! Luckily, artsunshine gives us a little breakdown inside his thread. Guang demonstrates the power of using displacement maps inside ZBrush and really ties this piece together. Check out more of artsunshine’s work inside his user gallery.
You can learn more about texturing and rendering inside ZClassroom. Don’t meditate too long, the Top Row could be waiting.
Our most recent artist added to the Top Row ranks is Ioannis Karathomas for his Anubis mech character from Zone of the Enders. He created a great deal of this sculpt using the Panel Loops function in ZBrush 4R5 and finished it off with BPR for the rendering. He’s even added a few WIP images and videos on page 3, so be sure to check those out.
View Ioannis’s Top Row thread at ZBrushCentral, and check out more of his artwork in his user gallery.
Today’s Top Row honor goes to ZBC member Sim Ki Yong for his sculpt “Blonde.” The anatomy is top notch, but the fabrics in this sculpt are what really make it stand out. Sim’s grasp of textures and the folds in the cloth give it a realistic feel. Take a look at page 6 for a small breakdown of how he got the effect of layers between the bra and shirt.
This isn’t the first time Sim has received Top Row for one of his sculpts. Some of you may remember the Blade Master from a few years ago. It seems that everything Sim does turns to gold!
Check out Sim’s Top Row thread at ZBrushCentral.
The Lead 3d Character Artist at Arkane Studio, Florence Lapalu (aka Ladysoul at ZBC), has recently started a thread for the artists who worked on “Dishonored.” The team, including Cristian Buliarca, Linus Lidberg, Mashru Mishu, and Cédric Seaut, have started posting their character art from the recently released game. The images in this thread will provide enough inspiration to knock out any of the lingering holiday funk!
Check out the thread gallery at ZBrushCentral.
We have two Top Row threads from exceptional artists inspired by the hit show “Breaking Bad.” The artist known as “Rikk The Gaijin” created his rendition of Walt starting with a DynaMesh sphere, then retopologized, uv-mapped, poly-painted and finished him off with FiberMesh for the hair. Take a look at the final product in his Top Row Thread.
Frank Tzeng’s take on Walt was also done entirely in ZBrush. The modeling, sculpting, texturing and rendering were all done using tools in the lastest versions. See Frank’s final product in his Top Row Thread.
Want to create your own version of Walt? Find out how the new features in ZBrush 4R5 can help bring your creation to life.
Check out Ben Mauro‘s latest Top Row ZBrushCentral post. He’s added a few new pieces to his user gallery demonstrating organic and hard surface modeling coming together to make for some seriously cool designs. You’ll get an inside track into the design process for some of his creature developments and see how materials and render passes help bring concepts to life.
You can also visit ZClassroom for the latest in new features and functions inside ZBrush.
ZBrushCentral members Siamak Roshani and Jeremy Celeste recently posted a realistic US Army Ranger portrait, and it turned out fantastic! Siamak tackled the modeling using an existing base mesh and used UV Master to create the UVs. He then used ZBrush and Photoshop for the texturing. Jeremy did the lighting, shading, rendering, and compositing of the final model. Check out the final renders and a few WIP shots at their thread at ZBC.
Siamak and Jeremy have also provided 3D World Magazine with a tutorial that shows their process from beginning to end. We hope you enjoy it as much as we did!
ZBrushCentral member Adam Fisher has recently been given Top Row honors for a sculpt of one of the Pendleton twins from the game “Dishonored.” The bust was modeled, textured, and rendered entirely in ZBrush. And he was nice enough to post a time-lapse video of his process!
For the polypainting, Adam picks a mid skin tone to fill the object, then paints layers of color variations to give some depth, and finishes with highlights and shadows to bring out the forms. The render is basically the default BPR settings with one main light and two “rim” lights to bring out the forms.
Take a closer look at Adam’s Top Row image, and if you’re looking for more inspiration, check out his user gallery at ZBC.