mardi 7 janvier 2014

Ganesha - God Of Wisdom

Artist : Hemant Dangare

Software used: Maya,Zbrush, Photoshop


Before I started to model, I went through lots of reference images of Ganesha idols. After having studied them, I did some basic doodling and finally came up with what I have modeled. The entire model was primarily done in Maya. My life would have been easier had I been using ZBrush for all the intricate detailing of the accessories, but I wanted to enjoy the challenge of working with Maya.
I took a cube and started to roughly block out the shape of the body

Fishman

Artist : Fabricio Moraes


Black Wires

Artist : Carlos Ortega


Dali

Artist : Miriam Eithne Bonetti

Software used: 3ds Max,Maya,Zbrush, Photoshop, Painter


When I decided to reproduce Salvador Dali, I did so with the specific intent of copying one of his most famous photographs (by Philippe Halsman), and in particular I wanted to capture his unique look. I wanted to do the work as much as possible in ZBrush, including shading and rendering, and to finalize the composition in Photoshop. 


After collecting a fair amount of reference photographs on Google, I started with a very low standard basic mesh in ZBrush. I turned it into a DynaMesh and I used it as the base for my sculpt

Will you be my Valentine

Artist : Rohith Rao

Software used: Maya,Zbrush,Photoshop, Painter


My aim was to get good topology. I started with the angel fairy character and created one base mesh. Once I was satisfied I used the same mesh for all the characters as they would be having similar features. I took the base mesh into ZBrush to change the shapes by using the Move tool.

The Lightning Mage

Artist : Arno Schmitz

Software used: 3ds Max, Photoshop, Painter


Eyes Wide Open

Artist : Baolong Zhang

Software used: Maya,Zbrush, Photoshop, Painter


I have always had a passion for traditional art, and always try to approach it with 3D tools. I did this work with ZBrush, Maya and Photoshop.

First, a little bit about the inspiration behind this piece. I was totally moved by an Israeli movie called Eyes Wide Open and decided I wanted to use what I'd seen in my latest work. For me good artwork needs emotional support.
Then I started building a basic concept and mood board, mostly consisting of screenshots from the movie. I decided to start with the man with the beard. I used a base mesh from a previous work, and then moved into ZBrush, which I mostly used for this work...

Goddamn Right!

Artist : Riccardo Minervino

Software used: 3ds Max,Zbrush, Photoshop


Before I jumped into modeling, I needed to gather the right reference images. It might sound banal, but having good references is crucial for the quality of the final result. Fortunately, because the subject is a famous actor, it was easy to find high resolution photos of him.
Once I found the reference photos, I could start modeling a base mesh in ZBrush. I began with a DynaMesh sphere, and I created a very rough model to have the basic proportions in place 
To refine the proportions I used ZBrush 4R5's new See-Through mode, that allows me to open my reference images in the background, and then set the whole ZBrush interface to half-transparent, so I can easily position my model on top of the photo while I sculpt.....

Mistress of Dragons

Artist : Daniele Scerra

Software used: 3ds Max,Maya, Zbrush, Photoshop, Painter


..........Moving into 3D, the first thing I did was add an image plane of the sketch in Maya, directly to the camera. Using a base 3D model (base mesh, feminine type) as a reference, and with a fast rigging setup, I posed the character while trying to recreate the same dynamic that had been in the Photoshop sketch. For certain zones, such as the shoulders and hips, I also used the Lattice tool to increase the curve effect of the body.

The entire project was made using a fast Maya sketch, followed by digital painting in Photoshop, so that I could see how to move on and how the lights could be managed, as well as the ensemble. Then I returned to Maya, adding the new sketch as an image plane, and remodeling and redefining it again. Then it was back to Photoshop again, and so on until I got what I wanted.

For the sternocleidomastoid muscle of the woman figure, I wanted to have a cylindrical form, applied directly to the model, to obtain a more interesting shape . When I had both the shape and pose I was looking for, I better defined the model, starting from Maya, creating the UVs and then exporting everything in ZBrush to add more details.

Holdeen's Max

Artist : Gilberto Magno

Software used: 3ds Max,Maya,Zbrush, Photoshop, Painter


I started modeling, I took the concept into Photoshop and I did a montage to use as a model sheet. I clipped one half of the shield and using the Warp tool, adjusted it to leave it in a front view.

The second part to be modeled was the helmet. I used the same process as I'd used for the shield, to keep the shape.
For all parts of my base mesh I used the same workflow, always leaving the concept in the viewport as reference.
Before making the details I did the low poly character first of all; it gave me more freedom to adjust the proportions more quickly and more practically.

lundi 6 janvier 2014

Asteroid N351

Artist : Ruslan Anisimov

Software used: 3ds Max, Photoshop, Painter


The modeling process wasn't very difficult because the base models were pretty simple. I just kept in my mind that I needed to make an animation with these guys and so I tried to make the topology to friendly to bones. Everything was modeled from a simple box.

When the base models of my aliens and all the stuff like chairs, stars and asteroids were done, I exported them to UVLayout to make unwraps. I like this program; it's very easy to use and in a short time you can get a good result.

Then I exported my models into ZBrush to make hi-poly meshes to get normal, displace and cavity maps. According to my idea of making something like a plasticine world, I found pictures of fingerprints on the internet and used them as alpha maps for brushes. My main tool was a standard brush with an alpha map, but I used rake and slash brushes also. I decided that stitches on everything would look pretty cool, so I used a standard stitch brush for this goal. When I became satisfied by the result, I made normal and cavity maps with ZMapper (using 3ds Max tangent space best quality configuration) and displaced the maps with the multi displacement tool.

The next step was drawing the diffuse maps. They were not very complicated; I used cavity maps from ZBrush as a base and added some details like stripes and freckles for my buddies. It was a little bit difficult to make seamless maps (mostly because of stripes), so I switched between 3ds Max and Photoshop until it was ok. Here's an example of the textures that I used . All the textures were 4k.

Evasion

Artist : Sebastien Rousseau

Software used: 3ds Max, Photoshop, Painter, Softimage, LightWave



Morocco Topo

Artist : Jorge Montero Bruna

Software used: 3ds Max,Zbrush, Photoshop


In a purely technical sense, I wanted to make use of some of the new tools in ZBrush, like Transpose Master, UV Master and Polypaint. I am still a novice with this program and I think that creating models in 3D as a challenge and trying to solve the problems that arise is one of the best ways to learn.

Normally when I make a 3D model, I start by doing a very basic sketch on paper and then shape the parts in ZBrush, but in this case I did not yet know what result I wanted, so I started looking for references of moles instead. I looked at real moles, caricatures, 3D moles and also other 3D models by other artists that could serve as inspiration

Monk

Artist : Zoltán Mányi

Software used: 3ds Max, Photoshop,Zbrush, Painter

I wanted to create a medieval character in armor; that was all I knew when I started this project. When I'm working on a personal project I usually don't use a refined concept because I like to figure out everything in 3D. This model started as a sketch in a program called Alchemy , which I like to use to explore random ideas and develop concepts. The concept later developed into a story during the modeling process. My idea was that they decapitated this character for his sins and locked his head in this metal cage that kept it alive for eternity as punishment.
After I'd created a very simple base mesh , I started sculpting in Zbrush. I was not worried about the topology at all since I knew at some point I was going to have to retopologize the whole thing. So I started with basic shapes, working from big to small. I was focusing on the silhouette of the model rather than the inner details. In ZBrush there is a really good way to view the silhouette; just press V and this changes the color of the model to black (if it doesn't have polypaint on). 



Max and Milton

Artists : Jason Baldwin and Joe Beckley

Software used: 3ds Max, Photoshop


 was asked to design two characters inspired by the old Goofus and Gallant comics from Highlights magazine. One character should ooze attitude and pre-teen rebellion, the other should be an unabashed teacher's pet, but both should feel modern. I decided that I would take an aggressively graphic approach to the design, so I referenced character work from Jamie Hewlett and the movies Coraline and Open Season. I wanted to push the idea that they were opposites, so I tried to make every single element of each character different to the same element in the other character. I did a few drawings with my remedial skills to work out the designs. Here are a few designs of Milton

Mercedes-Benz 300SL (1955)

Artist : Martin ForgáÄ

Software used: 3ds Max, Photoshop


Fight in the Dark

Artist: Yang Guang

Software used: 3ds Max, Photoshop,Zbrush

In this image I wanted to express a feeling. I wanted the main character to look like she was under intense pressure but tenacious, unyielding and always willing to stand up and fight. The process that I used was not a standard process. As I was focused on the final appearance of the image I avoided normal routines in an attempt to capture the personality of the characters. I started by thinking about the camera angle and by coming up with a basic concept sketch . I then created a simple base mesh for the characters that I could then adjust in ZBrush.
More info......

Animals - Armadillo

Artist : Jose Alves Da Silva

Software used: 3ds Max,Zbrush


The character's pose depends a lot on the bottle so we will start by modeling a simple bottle. Then we will pose and build the character around it! We will try to keep the character as symmetrical as possible in the beginning, and break that symmetry at a later stage. Not a very conventional approach, but it will assure you that the relation between the character and the bottle will be perfect in the presentation shot.


Through the tutorial I will assume that you are using ZBrush 4, have installed some free plugins that can be downloaded at Pixologic and have set up GoZ to be connected with 3ds Max.
More info......

Midday Massacre


Artist : Arseniy Korabley

Software used: 3ds Max, Photoshop


With every new work, you should aim to improve your skill. When I started to engage with CG, I just wanted to do one concept after another. But with the evolution of your skills, the old goals seem too simple. You should always keep this in mind and set different goals (each time more complex) to develop modeling techniques, sculpting, design and art skills. I hope those who read this article will find something new.

I have always focused on building a realistic environment, sci-fi scenery (steampunk, cyberpunk, etc). So this time the chosen purpose was as distant as possible from the usual activities. I decided to do the work composed entirely of stylized characters. Only the software remained the same – 3ds Max, V-Ray, ZBrush and Photoshop. The most-frequently used software was ZBrush.

The idea was that of a farmer shooting caterpillar mutants. To be in the right frame of mind during the creation of all your work is difficult, so I sketched this quite quickly.

More info.....