Description In this lecture, Vitaly Bulgarov walks you through his process for creating highly detailed organic-mech characters using Xsi®, ZBrush® and Photoshop®. Vitaly explains his 2D/3D concept design process, then shows his process for creating clean detailed meshes within Xsi, as well as the sculpting process in ZBrush. Finally he shows how to add character and life to the hard surface and make a presentation of the final high-poly model using ZBrush and Photoshop. Duration: 140 minutes Format: SD 1024x768.
Concept Designer / Art Director / Senior 3D Artist As a 3D character modeler for video games and game cinematics, Vitaly Bulgarov worked at Blizzard Entertainment on the cinematics team for Starcraft 2, Diablo 3, and the World of Warcraft franchise. As a concept designer for films, he’s created robotic designs for ILM, Dreamworks, Paramount, Lightstorm Entertainment and more, on projects including Transformers: Age of Extinction, RoboCop (2014), Terminator: Genisys, Ghost in the Shell, and the upcoming Alita: Battle Angel (2018). After transitioning from games and movies into industrial design, Vitaly has also worked on next-generation wearable products at Intel's New Devices Group as well as on surgical robotics at Intuitive Surgical.
For the past 4 years, Vitaly has been working as the chief designer at Hankook Mirae Technology, the company responsible for building the first-ever four-meter tall mecha/robotic suit and currently developing a new humanoid and a quadruped robot. He also consults and works for Boston Dynamics, Panasonic, Microsoft, as well US military projects.
Characters Design, Modeling and Presentation for Next-Gen. I've researched in to eyes modeling for next gen games and the best tutorial that I found was made. In this lecture, Richard Smith guides you through modeling a Next-Gen game character. Iit jee main. Richard starts with a rough concept design and then creates a low-res base mesh.