Digital Sculpting > Military Assets with Joseph Drust

Military Assets with Joseph Drust
Joseph has over ten years of experience working in the video game industry as a character artist with a focus on modeling and sculpting. He has created character assets for games including Ghost Recon, Splinter Cell: Pandora Tomorrow, Ben 10 Alien Force, Earth Defense Force: Insect Armageddon, and most recently Ghost Recon Future Soldier. Joseph currently works as a lead character artist for Ubisoft Entertainment (Red Storm Entertainment) in Cary, North Carolina. Joseph is also a beta team member for Pixologic's ZBrush and a certified ZBrush Instructor. In his free time Joseph kit bashes Kidrobot's Munny Vinyl figures and gives demos on ZBrush to local schools. You can find out more about Joseph and his artwork at Joseph Drust Website as well as Joseph's ZBrushCentral User Gallery ZBrushCentral User Gallery

Video Lessons
Creating a "Picatinny" rail Part 1 
This video series consists of using the NEW DynaMesh Subtract feature. By plugging in schematic reference to the Image Reference feature inside ZBrush, you can create virtually any shape, including this "Picatinny" rail.
Creating a "Picatinny" rail Part 2 
Following a brief introduction to DynaMesh Subtract in part 1, this video dives into cutting out specific shapes with DynaMesh, while demonstrating how to crop images onto the grid reference.
Creating a "Picatinny" rail Part 3 
Finishing off this series is a combination of features like Mirror and Weld, DynaMesh, and Decimation Master Plug-in to polish off the details of the "Picatinny" rail. Also, reduce the poly count to a manageable number for your final scene.
Creating a "Molle" Insert Mesh Curve Brush Part 1 
Learn to model a perfectly accurate "molle" vest. Some of the key features he will be using are ZBrush 4R4's Insert Mesh Capability, and NoiseMaker for pattern creation.
Creating a "Molle" Insert Mesh Curve Brush Part 2 
Continue along from part 1 creating the Insert Mesh Strap, as Joseph transitions into the use on NoiseMaker for pattens, and many other amazing techniques to finish off this piece.
Modeling a "Radio" Part 1 
This video will enlighten you with various different key features such as NEW DynaMesh subtract, and grid image reference capability to easily model this radio to exact specifications.
Modeling a "Radio" Part 2 
Now that Joseph has completed some of the shell pieces of the "Barrett" radio, he continues on by tackling some of the more intricate shapes and parts, while showing of the power of NEW DynaMesh subtract feature.
MicroMesh Hood Part 1 
This video demonstrates the combination of the QRemesher and MicroMesh to achieve incredible final details to any mesh.
MicroMesh Hood Part 2 
Continuing on from part 1, Joseph Drust takes you through some of the more advanced features of controling your MicroMesh object on a surface for jaw dropping results.
Viper Hood Detailing Part 1 
Joseph continues to refine his characters "ghillie" suit by using Insert Mesh to apply straps to the sleeves.
Viper Hood Detailing Part 2 
Joseph uses Insert Mesh with curve settings applied to save time and energy sculpting.
Ghillie Suit Webbing Part 1 
See how Joseph brings this Viper "Ghillie" suit to completion with the use of FiberMesh in this 4 part series. In part 1 he will be demonstrating his knowledge of Fibermesh control by creating individual groups of fibers.
Ghillie Suit Webbing Part 2 
With the first fiber group created, more FiberMesh Techniques are used to groom this to perfection, while using some Transpose functions for positioning.
Ghillie Suit Webbing Part 3 
Joseph further demonstrates Transpose features to duplicate and position these fiber groups, as well as new merge and grooming functions added to ZBrush 4r4.
Ghillie Suit Webbing Part 4 
Finishing off the final touches for the "Ghillie" fibers, Joseph shows the capability of grouping fibers better for groom control, as well as using Subtool Master for final Mirroring of geometry.
Building Game Resolution Mesh part 1 
Joseph demonstrates how he rebuilds a high resolution sculpted and textured object for final in-game assets. ZBrush topology, texture maps, and normal maps are a few of the functions displayed in this 3 part series.
Building Game Resolution Mesh part 2 
Now that the shoe has been rebuilt with ZBrush topology in part 1, UV Master Plugin is applied for quick UV generation with easily made adjustments.
Building Game Resolution Mesh part 3 
With UV's and clean topology, Joseph creates the final maps necessary for game mesh output. Also showing off his own custom built "MatCap Plug-in" allowing for instant material change directly to texture maps.

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