André Yamaguchi talked about the way he created this fantastic 3d sculpts with Zbrush and Cinema 4D.
André Yamaguchi talked about the way he created this fantastic 3d sculpts with Zbrush and Cinema 4D.
Introduction
About the Project
Modeling Process
The Drow Ranger production process was basically the same as the Spirit Breaker process. But I used Cinema 4d to model the base of the armatures and then I imported it into the Zbrush for detailing. The parts that gave me the most work were the armor, especially the details of the torso. After I did the pose the pieces distorted a lot so I had to reshape many pieces again based on the new pose. I still have difficulty with female faces because it needs subtlety to make it look beautiful, so it was difficult for me to be able to create the face that I liked.
My painting process is practically all based on ZBrush Polypaint. It’s a very powerful tool that I really like. For some finer details sometimes I use photoshop. The “Polypaint” painting process is made in some layers of colors and details helped with Alphas.
Rendering
I like to work on the final render in Cinema 4d because I already had a lot of experience with the software, I used it a lot working with motion graphics. But also I really like the way it works with lights and materials.