Very well done characters.
Those are some really great sculpts for your board game. but a gotta tell ya
the Boots on Leela are top notch man, I would love to see the making or breakdown for them
same go’s for her glove, hell of a job on all.
all the best to you
Lou
fabulous for me! each one have so clean shapes. bravo!
Thanks for the comments! I’ll try to find some time for a rundown on Leela if I find some (crunching at work right now).
Here is the 3rd batch of mini-figurines I did for the Kickstarter board game project “Demigods Rising”.
The first character on the left was done by my friend Fred D’Aoust (www.miaw3d.com)
If you want to encourage us, please back us up!
www.kickstarter.com/projects/136317723/demigods-rising-strategy-miniature-game/
Attachments
Hey there,
Some more bust studies. Real-time models in the 2nd image.
Attachments
Hey there!
Here’s is some creatures I did for Red5’s Firefall game.
Attachments
Attachments
freaking great models
Firefall_Smoke_high.jpg is astounding. The shapes are so clean. How much of that is polymodeling and how much is zbrush sculpting?
- Neil
Only Zbrush!
are you using keyshot for rendering ?
For the white highres sculpts yes.
Hey Marco, dont know much about the game Firefall
But man your Creatures are very kool looking, that flying Bug is amazing.
All the best to you
Lou
>> Only zbrush
is it made of multiple pieces, or one continuous mesh? Would love to see a video tutorial.
- Neil
Thanks all!
soulburn3d: It is multiple subtools duplicated all over the model. My blocking is mostly a continuous mesh but for a crisper definition, I split the model in as many pieces as I can and duplicate everything that is repetitive. The pieces were pretty much all done with shadowbox (it’s a old model, so old workflow too)
soulburn3d: Btw, are you the maker of the Soulburn Max script for render/shaders?
Hey there,
Here’s is a figurine I was commissioned by Skybound to sculpt. This is the Ezekiel character from the comics.
Attachments
Freaking awesome work man!! I love it
>> soulburn3d: It is multiple subtools duplicated all over the model. My blocking is mostly a continuous mesh but for a crisper definition,
>> I split the model in as many pieces as I can and duplicate everything that is repetitive. The pieces were pretty much all done with
>> shadowbox (it’s a old model, so old workflow too)
Thanks for the deeper explanation.
>> soulburn3d: Btw, are you the maker of the Soulburn Max script for render/shaders?
Yup, that’s me.
- Neil
Here’s is 4 models I was commissioned to sculpt by Rooster Teeth for the show R.W.B.Y.