ZBrushCentral

Elder Scrolls Online - Breton Knight

The first render is great.

except…the large chest strap buckle is backwards.

outstanding work! top row for sure!

Hi thanks for the appreciation!
The first Elder Scrolls Online cinematic was finished months ago, but basically the zbrush specific involvement for this type of character can be sum up this way :

In the blocking stage i took care of quickly block out the main elements as separated geometric pieces. We started with very detailed concept designs provided by the client, so the first goal was to quickly assemble all the parts and have something solid in terms of proportions.
Some of these pieces were modeled from scratch in brush, other were coming from out libraries and some others , like the plates of the armor and other hard surface elements were polymodeled in 3d studio max. I brought everything into zbrush and started to play with the proportions and placement of the parts.
Once i was satisfied with the overall proportions i brought back the objs from zbrush to max, to finalize topology for hard surface elements and on those parts that requires cloth simulation.
Once topology and geometry was final i brought it back again into zbrush for a pass of detailing…wrinkles…scratches and all sort of surface enhancement .
For the head we started with some very rough scans of actors chosen by the client. We had to intensively resculpt those geometries in order to match the likeness with the actors and add surface details like pores and wrinkles, based on photoreferences.

When all the sculpting and the surface detailing were in place we rendered sample stills for approval (internal and external), this is a vital stage that we do in zbrush with BPR before proceeding to texturing. Here`s another example of BPR render before texturing on another project :

Ale

Thanks Alot For sharing !! seeing your work always bring joy to my Day :+1:

Great job Ale, dig the work on the materials especially. The eyes though feel very feminine to me, I know it’s the default state, but it’s the only thing throwing off the badass’ry’ of the character imo :slight_smile:

Cheers!

Love the subtleties of the Breton Knight. The Asymmetry is so convincing he looks real. The nose being slightly crooked (which you would expect with a warrior or knight), and the eyes both slightly different, to even the small and slight smirk and serious mouth is incredible :sunglasses:small_orange_diamond:+1:. He is also very gorgeous for sure :o Love it.

I have to wonder how heavy that armor/outfit is and how bad he must chafe lol just kidding.:laughing:

Happy ZBrushing!
<object type=“cosymantecnisbfw” cotype=“cs” id=“SILOBFWOBJECTID” style=“width: 0px; height: 0px; display: block;”></object>

Thanks a lot for the breakdown process :+1:

this face has soul in it, looks like portrait more than cg art…
an extraordinary achievement
:+1:

Everything is just perfect!! :+1:

How sick is that Breton armor? Ridiculous.

Talk about above and beyond. :S

great work mate

As usual you knocked it out of the park!

flawless

Incredible in every way, congratulations!

Just curios on which renders are done with zbrush and which ones are done using v-ray?

Balda strikes back! Your work is always flawless:+1:

Can I ask a wierd question…so you got your scanned head model from the company…did all you have to do was do a projection all from a base mesh? Great model by the way.

Awesome works Ale! Always very inspiring. One question… do you used the diffuse at some point to generate details like pores, or just used the Zbrush alphas. Thank you for sharing.

These are a wonder to behold. It is great to see artwork that is “just right” and these certainly are. Thanks for sharing,
I appreciate any tips and tricks you want to share as well. It is always nice to learn from someone who has figured things out to this extent. Congratulations on Top Row!

hmmm is there anything beyond top row…its cut above the rest …uniquestic awesomastic fantabulastic amazingalistic…as i always say keep em coming