Time-lapse ZBrush sketch for MARI/Modo workflow demo. Sculpt took around 2-3 hours. The 3D sketch was exported to Modo for retopology and UV assignment then to MARI for texture painting and back into Modo for final render. Very fun ZBrush Sculpt based on my 2D designs.
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This video is a collection of MARI diagnostic openGL renders which provides a glimpse of all the various channels that were painted as well as a look at the textures going into Modo. There are some skin render tests and then final renders with slight composite work done in After Effects.
This was a fun project and I learned a good amount about the workflow between ZBrush, MARI and Modo. I can see the relation between the Foundry and Luxology growing and the bridge between MARI and Modo getting better. I plan to design another character using this workflow in the near future.
This video covers the general workflow between Modo 701 and MARI 2.0. Starting with an establishing character sculpt from ZBrush, it is then re-topologized and UV layout created in Modo. The streamlined model is exported as an OBJ and imported into MARI. Using MARI's powerful layer system, I establish the texture complexity to be push back into Modo shaders and final rendering. A added extra touch of After Effect to finish the look.
This was a good exploration into Modo's skin shader and pushing realism and complexity in Modo's renderer while harnessing MARI's layer system to quickly iterate and refine the overall look. As always, ZBrush served as a great base tool for roughing the 3D sketch.
The creature took up nights and weekends for roughly 3-4 weeks. At the end it was completed for a Siggraph 2013 presentation at the LA Modo User Group meeting.
I captured a 10 minute quick sketch in SketchBook Pro 6 as a warm-up to developing a new character. The hope is to come up with an original concept to push into a full CG game character design. I'll post more videos if I find that it's taking a few iterations.
Here is a 20 minute SketchBook Pro creature concept to explore a more "insect-like" (yes, it's overdone, but still fun to play with) design. These rapid-prototypes sketches are potentials to be developed into a 3D CG games level asset.