Dr Phillip Manning is one of the worlds leading paleontologists specializing in dinosaur anatomy using scar patterns on fossils to asses and calculate muscle attachment etc. Phil and his team use sophisticated tech to calculate muscle mass and weight and the images Peter Minister shows in his thread at ZBC are the early results. The model will be used in printed publications along with some animation for a sequence in a national geographic produced documentary.
Visit ZBrushCentral to view more shots of the T-Rex.
The Tintin franchise is well beyond established. Having touched the lives of comic book enthusiasts for several decades, and making appearances in the form of animated television programming, Georges Remi’s character looks like he and his counterpart Snowy are certainly here to stay.
Bringing Tintin and the gang into the 3d realm isn’t easy. Weta Digital took to the task of bringing this old favorite to life using state of the art technology. With Steven Spielberg as director for this outing, it’s no doubt that Tintin will continue to inspire for years to come.
See how ZBrush helped digital sculptors with asset creation for this future classic in the latest issue of CG World.
ZBrush helps bring these prize fighters to life. To many people, the process of rapid prototyping sounds like something out of a science fiction movie. Well, it’s as “REAL” as it gets with Legacy Effects in this Hollywood blockbuster. Read more at MovieMaker.com about how this interesting technology is changing the way movies are made, and digital assets are literally brought to life. Watch ZBrush at the center of it all.
Read the interview at MovieMaker.com.
Since its inception, the Modern Warfare brand has steam rolled the competition. With the latest release having already established itself as the highest grossing game in history, at a whopping 1 Billion dollars in only 16 days, there isn’t much left to contest.
Being the greatest isn’t easy. It takes serious tools to create a game with the impact of Modern Warfare 3. At the core of this franchise is the World’s greatest 3d sculpting software, ZBrush. Over the course of the franchises existence, ZBrush has been a go-to weapon of choice for the designers and developers of the world’s fastest selling entertainment property.
As Joe Salud at Sledgehammer states, ZBrush is “awesome, everything comes out as real geometry, then you can bake that into a normal map – the results are extremely convincing and the way it reacts to light is better.”
ZBrush continues to lead digital soldiers onto the battlefield the world over.
Proving again that ZBrush can handle even the toughest terrain, see how the environment details in Immortals came to life.
You can read the entire article at StudioDaily.com, and see behind the scenes interactive slides. Hear what Image Engine’s VFX supervisor, Simon Hughes has to say about the entire process and the star power of ZBrush.
Looks like Mickey Rourke’s got some competition.
Click here to read the interview from StudioDaily.com
Providing a cool break with his water world designs, ZBrush artist waynedfx, shows that everyone’s favorite 3D sculpting software sure can make it rain. See the breakdown, and the process by which ZBrush was used to create this inspiring advertising campaign for the South African market at ZBrushCentral.
Something tells us things just got a lot cooler on the African continent.
Two uber talented ZBrush artists have recently teamed up to create a new app that will help demystify the human anatomy for artists. The app features Scott Eaton’s updated version of the Houdon sculpture, and has full 3D tumble and zoom functionality. Michael Defeo (check out his ZBrush 4R2 beta tester thread) got the idea after taking Scott Eaton’s “Anatomy for Artsits” class online (enroll here). He was inspired to make an educational tool for artists to use while sculpting, both traditionally and digitally.
To learn more about how ZBrush was used in the process, see the video Michael posted here.
Want to learn more about anatomy from one of the best sculptors in the industry? Enroll in Scott Eaton’s “Digital Figure Sculpture” course here.
Kris Kelly and a talented team of artists, David Krentz (Director, Lead Storyboard Artist, Lead Modeler), Ricardo Delgado (Storyboard Artist, Concept Artist), Douglas Martin (VFX Supervisor), Angie Rodrigues (Concept Artist, Modeler, Texture Artist), Bryant Hardwick (Texture Artist, Lighting & Rendering), Aaron Hamman (Texture Artist, Modeler), and Vlad Konstantinov (Modeler) step back in time with the world’s number one 3D sculpting software and show that ZBrush has bite.
Bringing these prehistoric monsters to life was no easy task. As sure footed as ever, ZBrush was there to help take a big bite outta the dinos.
See more of this incredible project by visiting ZBrushCentral.
Artists Luis Antonio (aka CastorPT) and Raphael Boyon (aka bohemond) have recently posted a few of the suits they created for Kinect “Power-Up Heroes.” The characters were sculpted 100% with ZBrush and had to fit within a very specific silhouette.
“The cybernetic guy was a great challenge since we never got a final concept for it. I used polypaint to draw patterns on the body until we found a armor design that would work (his back and arms open to release miniguns and rocket launchers). It was great to conceptualize directly in 3D and be able to see it come to live.” — Luis Antonio, Ubisoft
Concept art: Jordan Ratzlaff & Chen-Yu Shen
Modeling and texturing: Zhao Fei, Luis Antonio, Raphael Boyon
View the full thread at ZBrushCentral.
ZBC user Vlad Konstantinov (Swordlord) recently posted a thread with his work from Discovery’s “Dinosaur Revolution.” He sculpted or was involved in the sculpting of all of the characters for the show, and used ZBrush for most of it.
View Vlad’s thread at ZBrushCentral.
Watch clips from Dinosaur Revolution at Discovery.com.