Sculptris tutorial sculpt from basemesh12/11/2023 ![]() ![]() I think It’s better to make a clean base mesh after you get a good rough dynamesh and then project all the details. Build a base mesh in another software and putting it in ZBrush for subdivision is not the best approach for me because it limits the freedom of expression. I always start with it when working on a concept and design. I use DynaMesh and sometimes mix it with Sculptris Pro which is an insanely powerful combination. At this stage, I focus on the primary and secondary shapes, trying to find a balance and proportions to get a good base for the future model. Usually, my sculpting workflow begins with a quick draft. There wasn’t too much reference for this asset, just some motorcycle gloves and a few photos of old leather which I found on Pinterest. To make it look functional, I added cables with two inputs for headphone jacks and fixed all this stuff with metal brackets. The design idea was to take a motorcycle glove with fist protection, cut the fingers and pull another one over it - both parts old and battered. I wanted to create something functional, hand-made and cool-looking. ![]() So I had to make a pair of gloves in a post-apocalyptic style that the player could see pretty close. It was done for a project by 4A Games studio, the guys who made an amazing series of METRO games. My goal was to make a pair of gloves for VR. Giger's art, dark metal music, movies like Alien and Terminator, and a bunch of games from Quake to StarCraft. In its turn, things that inspired me to do art itself are probably the same as for the majority of artists - works of other artists, music, movies, and again games. Speaking of what inspired me to get into 3D, I would say video games did, plus the opportunity to realize my abilities in a cooler way than just drawing with a pencil. There are so many functions that I am constantly finding something new, let alone the updates that come with every new version of the software. ![]() You grow fast when you are among experienced people, and I was lucky to get all the knowledge about game development right at the studios.Īs for ZBrush, I started using it around 2006 at work when it became a standard tool in the studio pipeline but I’m still learning it. So 3ds Max and Photoshop were my basic tools and I spent a few years playing video games and exploring software - it was my lifestyle which eventually led me to the game industry right after school. We learned 3D modeling step by step using a guide book for 3ds Max and had fun playing with different settings, shaders, and renders. When I was about 15 years old, my friends and I decided that we wanted to make a game. Since March 2019, I've been working as Senior Character Artist at Sucker Punch (SONY) and we are pretty close to releasing Ghost of Tsushima. Here are some of them: Metro Exodus, Quake Champions, World War Z, The Order 1886, HALO, Killzone 3, and Fallout 3. ![]() Since I started working as a freelancer, there were many companies and a lot of projects I contributed to. The range of my specialization includes concept/design and full production of characters and creatures. Hey everyone! My name is Dmitry Parkin and I’m a 3D Artist working in the video games industry. ![]()
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