Majid Esmaeili’s work is a delicate balance between rhythmic harmony, and what some might call quiet introspection. There are examples of his work that scream look at me, and others that grow slowly on their viewer like organic clay weeds.
One thing is for sure, it won’t take long for you to get tangled up in the origins of how this ZBrush artist came to discover the magic of the CG world. Find out more about Majid’s journey to the forefront of today’s CG scene, by checking out his recent 3dcreativemag.com interview.
Something tells us this is the beginning of what promises to be a long, and productive journey.
Read the interview here.
Veteran ZBrush artist Michael Defeo is getting close to releasing his anatomy app that is sure to help both digital and traditional sculptors. Due to be released at his booth at Spectrum Live in Kansas City, Missouri the weekend of May 18-20, “l’Ecorché: Classical Anatomy for Artists” will be available on iPad, iPhone, and Mac desktops with eventual development for Android and PC desktop platforms.
Michael thanks ZBrush and its community of artists for making this app possible.
“I am building what I feel is a groundbreaking anatomy study tool. It’s an app called l’Ecorché: Classical Anatomy for Artists, and without ZBrush this app would not be possible. Originally developed as a personal reference tool for my courses with anatomy expert Scott Eaton (who, in fact, I met through the Pixologic Educational portal), this application has grown from a simple sculpture for the iPad into a fully-developed application for iPad, iPhone, Mac desktop and eventually Andriod and PC desktop platforms.”
We’re definitely excited for the release of l’Ecorché! Keep an eye on Michael’s website, md3dinc.com, for updates on the release.
Pressed for time? Working on a melting schedule? ZBrush artist Michael Milano trusts the power of ZBrush to create high quality game assets just in time. These cold critters are part of an expansive group, designed and created for City State Entertainment’s upcoming iPad game. The original concepts were the brainchild of Photoshop ninja, Michelle Davies.
You can find out more about City State Entertainment by visiting their website.
Check out the post from Michael Milano at ZBrushCentral.
This video posted on Wired is a few months old, but we still think it’s pretty cool. With ZBrush opened in background, Neville Page and J.J. Abrams discuss the monster from Super 8. Steven Spielberg, J.J. and Neville all had expectations of what the creature should look like, so they went through quite a few variations during the process that lasted the better part of a year. Check out the video and the full article at Wired Magazine.
Luma pictures is no stranger to the Underworld franchise, having worked extensively on the previous three segments. The latest installment in the series, “Underworld: Awekening” showcases the prowess of an extremely talented team at the new Santa Monica facility.
The constant attention to detail and commitment to refinement, means the team is always finding new ways to implement design and technology throughout the creative process. Read more about it, and hear what VFX supervisor Vincent Cirelli had to say about new camera techniques at CG Society.
See the role ZBrush plays in the professional pipeline, and watch your favorite Lycans come to life.
Epic Games and People Can Fly studios “Bulletstorm”, leaves no shells unfired.
You can see the amazing concept art and how ZBrush was used to bring these 2d trigger happy combatants to life by checking out the article at CGSociety.org.
Game designer Arcade Berg commented, “ZBrush can be a great way to start models using sketching tools, Zspheres and by simply moving older base meshes around, scaling limbs, rotating joints. This is best for organic stuff.”
Check out how ZBrush is helping artists in the most demanding workflow pipelines.
The challenge of generating assets for an iconic brand is no easy task. Thankfully, Snowblind Studios and our friends over at Warner Bros. Interactive Entertainment were up to the challenge. The results are a breathtaking re-imaging of The Lord of the Rings: War in the North. The folks at CGSociety.org have posted a write-up on the game and included some amazing images. Check out the full article here.
Art Director Philip Straub, and the dedicated designers at Snowblind, worked hard to create vast worlds and characters for this epic RPG adventure. According to Straub, “there was a big push across all the art staff to implement ZBrush into both the environment and character pipeline. For many, ZBrush was a brand new tool, but the artists quickly got up to speed on how to implement it into the overall pipeline.”
Read more about the process of bringing this game to life at CGSociety.org.
When kids dream, they dream big. Sometimes, these dreams go beyond what’s available for parents to purchase on toy store shelves. Fortunately, with Pixologic’s ZBrush and Shapeways 3d printing, parents will be ready to help meet even the most discerning child designers wants.
Kira, and her Submarine Duck, are certainly pointing to the future of custom toy production.
See the entire story at Shapeways.com.
CG Society has recently posted an interview featuring the artwork of Jonathan Rush, a Character Artist who has been working with EA-Bioware on their upcoming MMORPG, Star Wars: The Old Republic. Jon used ZBrush heavily in his development of the characters in the game.
“ZBrush is a terrific package, and I get the most mileage out of the Dynamesh, and Shadowbox tools. Both let me get ideas down quickly, and are easy to iterate and build upon. Forms that would take quite a while to create in a traditional 3D package are made very easily using these two tools. I also love the wide array of brushes offered in ZBrush, and the high level of customization I can impose.”
- Jon Rush
Read the full interview at CG Society.
Making it a “clayful” Christmas across the pond, the Akama Studios team took to the task of bringing these holiday characters to life.
VFX supervisor Vang Cki commented, “we did not have designs for the characters. We used pictures of real toys as references and, thanks to ZBrush’s modeling tools, we were able to quickly have various proposals for each character and respond promptly to requests of the director.”
Watch as these characters come to life by visiting 3D World Magazine online.