Zbrush Character Design And Development With Cesar Dacol Jr

Zbrush Character Design And Development With Cesar Dacol Jr 4,7/5 2634 votes

DescriptionIn this class, Character Art Director Josh Herman covers his 3D character design and modeling process from an intial concept to a final rendered illustration. Beginning with an exploration in ZBrush and Photoshop as Josh develops the concept, he quickly explores ideas that allow him to arrive at a design direction.

Returning to ZBrush to develop further, he discusses costume sculpting, posing and layout while using Keyshot to visualize the scene's lighting setup. Revisions are then made to the character's costume and head sculpt which lead to final posing. Marvelous Designer is then used to efficiently create realistic cloth details that are used in the final Keyshot Renders.

As the final illustration takes shape, Josh then adds the finishing touches in Photoshop and shares his workflow for layering, blending, painting and color correction. For those interested in combining 2D and 3D techniques for quick concept illustration, this title offers an array of valuable insights by leading industry artist.Duration: 200 MinutesFormat: HD 1920x1080. Character Artist and DesignerJosh Herman was raised in Colorado, where he attended a local animation college. After graduating with a bachelor’s degree, he moved to Hollywood in 2008 to continue his education at the Gnomon School of Visual Effects. Immediately after graduation, Josh began work at Legacy Effects on projects such as Real Steel, The Amazing Spider-Man, Total Recall and The Avengers.

Josh left Legacy to try his hand at games, working for Naughty Dog on Uncharted 3: Drake’s Deception. He was then recruited by Marvel Studios, where he worked on films such as Iron Man 3, Thor: The Dark World, Captain America: The Winter Solider, Guardians of the Galaxy and The Avengers: Age of Ultron. He is currently developing his own IPs for short stories and games, and has recently contributed to Essence: Creatures from Ballistic Publishing.' Josh impressed me from the first moment I saw his work.

When he started at Legacy I saw a lot of raw talent and ability, while working with him I watched that grow into a focused skill that allowed him to breathe life into his creations. From natural animal recreations to fantastic robot designs his range was hard to miss. Since joining the team at Marvel, and pursuing his own projects, that ability has shown him to be one of the power houses in the industry. Above all that, his commitment to teaching and ability to pass on the knowledge has honed a well deserved confidence in his craft. Anyone who has a chance to learn from him should jump at the opportunity.

Zbrush Character Design And Development With Cesar Dacol Jr Pictures


Zbrush Character Design And Development With Cesar Dacol Jr Kids

DescriptionIn this lecture, Vitaly Bulgarov walks you through his process for creating highly detailed organic-mech characters using Xsi®, ZBrush® and Photoshop®. Vitaly explains his 2D/3D concept design process, then shows his process for creating clean detailed meshes within Xsi, as well as the sculpting process in ZBrush. Finally he shows how to add character and life to the hard surface and make a presentation of the final high-poly model using ZBrush and Photoshop.Duration: 140 minutesFormat: SD 1024x768. Concept Designer / Art Director / Senior 3D ArtistAs a 3D character modeler for video games and game cinematics, Vitaly Bulgarov worked at Blizzard Entertainment on the cinematics team for Starcraft 2, Diablo 3, and the World of Warcraft franchise.

Zbrush Character Design And Development With Cesar Dacol Jr Kids

As a concept designer for films, he’s created robotic designs for ILM, Dreamworks, Paramount, Lightstorm Entertainment and more, on projects including Transformers: Age of Extinction, RoboCop (2014), Terminator: Genisys, Ghost in the Shell, and the upcoming Alita: Battle Angel (2018).After transitioning from games and movies into industrial design, Vitaly has also worked on next-generation wearable products at Intel's New Devices Group as well as on surgical robotics at Intuitive Surgical. For the past 4 years, Vitaly has been working as the chief designer at Hankook Mirae Technology, the company responsible for building the first-ever four-meter tall mecha/robotic suit and currently developing a new humanoid and a quadruped robot. He also consults and works for Boston Dynamics, Panasonic, Microsoft, as well US military projects. Fl studio pitch bend schedule.