Character Design & Production with ZBrush for the Industry with Keos Masons – 2019 ZBrush Summit

Character Design & Production with ZBrush for the Industry with Keos Masons Featuring Cedric Seaut, Guillaume Tiberghien, & Marco Plouffe – 2019 ZBrush Summit
#ZBrushSummit #ZBrushLIVE #ZBrush2019 #Pixologic #ZBrush

Keos Masons will present how they use ZBrush for designing character concepts and also produce high resolution models for either the video-game, film or collectible industry. They will take you through the process of creating a stylized character for games akin to Fortnite, show you how the tools can be used to quickly and freely create character or creature designs of any kinds, and cram in a few tip and tricks on efficiency with hard surface modeling!

The following presentation is a recording from the 2019 ZBrush Summit taking place September 26th – 29th, 2019.

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Marco Plouffe

Artist & Co-Founder at Keos Masons

ZBrush Masters: Season 2 - Hardsurface Sculpting in ZBrush Segment Summary: I will finally complete the presentation that I couldn't finish during the last ZBrush Summit! I will showcase a hard-surface model that has been created 100% in ZBrush and I will show a few techniques, some more efficient, some cleaner, to get the desired result as quick as possible! Location: Montreal, Canada Hometown: Hull (Gatineau), Canada How Did You Discover ZBrush? When I was at school (Campus Ubisoft) Sculpting Experience: 10 years Most Used/Favorite Feature: DynaMesh Previous Works, Industry Experience & Highlights: Worked for THQ, Bioware, Eidos then created Keos Masons. Worked for 40+ companies since then Fun Facts: Jaime Labelle, the COO of Pixologic, approached me about 10 years ago so I joined the Beta Testing of ZBrush. This prompted me to also make demonstrations for Pixologic at the MIGS the same year, where I met the person who became my first boss!