Bringing Scary Characters to Life with Toolbag
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Donald Trump, insulation is a seamless wall with airpockets. Ceilings can be printed using a re-enforcing scaffold for support. Try googling info..

by Polygrinder
12 hours ago

Really awesome work and the tutorial is fantastic. Thanks for sharing.

by Dave
12 hours ago

Absolutely no information about the 4.2 release - was it ever released in September. There is about as much information on trueSKY as there is in any of the so called products that use it. For me this lack of transparency is killing there business and points to fundamental issues with the technology. Google trueSKY in YouTube and you'll hardly get any information at all. For such a ground breaking technology this is very suspicious. Do they not have a marketing team - do they even care? Sounds like a very small company which wishes to remain small and doesn't understand what they can become because with the technology they have they should be targeting a bigger profile, revenue streams and audiance than they have and the lack of foresight here with the Simul management is quite frankly very disapointing. Another 10 years could easily disapear for these guys and they will simply remain a small fish. Very sad.

Bringing Scary Characters to Life with Toolbag
13 February, 2018

Dmitriy Sizov gave a little talk on his scary ‘Father of The Sun’ project. The artist used ZBrush, Maya, Marmoset Toolbag, Marvelous Designer and Substance Painter to bring this outstanding character to life. 

I’m from Russia, born in Moscow, currently living in Saint-Petersburg. I work at a Russian company that is developing a new unannounced project. I’ve worked on Quake Champions, WWZ, Escape from Tarkov.

This work is based on a concept by a brilliant 2D artist Timofey Stepanov. When I saw it for the first time I was so inspired that I decided to create a 3D model.

First, I made a base anatomic mesh in ZBrush with freak features (like very skinny body with massive muscles). Then I added details like skin pores, wrinkles, veins, etc. I used different books on anatomy and works of other artists with the same style.

To tell the truth, everything is based on the concept, so I didn’t create it from my head. But It was a new interesting experience for me to work on torn clothes, as well as on low poly clothes with alpha channel.

This experience was also new to me. It took a lot of time to study emissive and lighting workflow in real-time engines as well as play with GI settings in Toolbag 3. In the end I managed to create an artistic composition of light. 

This character could be brought inside a real-time engine.

Dmitriy Sizov, a 3D Artist

Interview conducted by Kirill Tokarev 

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