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The seven Valkyries - Zbrush
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The seven Valkyries - Zbrush

Zaatour Kevin
by KevinZaatour on 31 May 2024 for Rookie Awards 2024

Here is a showcase of the only projects that I have made since I begun Zbrush, I wanted to create a serie of Valkyrie with a lore(helping me to stay creative and give them personality) I work really hard to become a 3D character artist. Those are the results of my dedication. More Valkyries are coming.

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Here are 4 of my biggest personal projects since I started Zbrush in Februar 2024.

03.05.2024 - 19.05.2024 : Macabre Madness - Most recent Project

06.04.2024 - 26.04.2024 : The Devoted - Third Project

22.03.2024 - 1.04.2024 : Eternal Sorrow - Second project

09.03.2024 - 17.03.2024 : Iron Maiden - First project

Those character were made based on a lore that I have personally created, the lore will probable be available as an Artbook that I will create myself. I have learned a lot during those 3 months begining on zbrush and this is the final result. The biggest challenge for me was to improve the quality of the next project drastically everytime.

They are all created based on different personalities and co-related sub stories, familiarity with Zbrush and sculpting was my biggest challenge for the Iron Maiden (1st project), sculpting without symmetry and without Dynamesh was the scond challenge for Eternal Sorrow(2nd project), Using Zmodeler only to create the armor and posing the character was my challenge on The Devoted(3rd project) & on the latest one Macabre Madness(latest & most recent one) the challenge was the anatomy sculpt, posing, Uvs, maps, baking, texturing & rendering

At this stage I was finished with everything on Zbrush, mostly the Details phase which can go quite fast. At this stage the biggest challenge was managing the polygon count, for the first project without understanding what was the polycount I had it to 70M which was too much. The second one went down to 20M polygons, the 3rd one to 13 and the latest one was around 2Mpolygon, I can see a drastic improvement, since the begining, since I have learned more about Zremesher and details projection. Polygons are too high at this stage that also why for Macabre Madness I have baked the High poly onto the low Poly (800K poly without retropology - coming in the next project because I still need to learn it)

This stage I had for each of them already an idea about how the details will be later on. the chalenge for me here was to not getting completely into de detailing phase but pushing more the "Details block out", generaly when I'am at this stage of the process, the project is almost done in my head for me

My favourite phase, where I spend 3/5 on my time, the block out stage. For me at this point, it needs to be readable, explain a story about the character and be simple, at the begining I struggled staying at this stage, but the more I have done it, the more I enjoyed it. The biggest challgend here was not to rush the process & keep pushing as much as I can in this process, once my vision is clear I can begin the "details block-out" stage.


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