Making of WXS-07 – Depopulator by Danny McGrath
DANNY MCGRATH is a Freelancer – Game Assets/Hard-Surface modeling/Sculpting from Dublin, Ireland. In this post you will see Making of WXS-07 – Depopulator by Danny McGrath. Based on a concept sketch by Jared Marantz.
Started with a pre-built basemesh and just pulled the forms around to define the silhouette. This initial ‘clay’ can be anything really, a sphere, a Zsphere
Basic brushes in the image above plus snakehook and a variation in the clay brushes.
Once the concept sculpt is complete it’s on to retopolgy. There are several ways to do this in Zbrush: Zsphere topo, Topology brush, Zremesher.
simple Zsphere topo and Zmodeler to add detail
final sculpted result below
Some tutorials to learn the process much better:
Zbrush 4R7 Tutorial-Hard Surface Creation Methods Part 1
Zbrush 4R7 Tutorial-Hard Surface Creation Methods Part 2
Zbrush 4R7 Tutorial-Hard Surface Creation Methods Part 3
The head started life as a trusty sphere, and was then dynameshed.
here are some clay renders of the final model. UV-ed/decimated and ready for texturing in Substance Painter.
Another Vray look-dev test with the SP material taken a little further:
Some more Substance Painter screengrabs:
using Zmodeler/Radial symmetry
Link to Polycount Breakdown WIP thread: http://polycount.com/discussion/168591/wxs-07-depopulator/p1
3d art, 3d sculpting, digital art, digital sculpting, 3d modeling, 3d, zbrush, zbrush modeling, zbrush sculpting, zbrushtuts