Post-apocalyptic vehicle

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Watch turntable on YouTube

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I modelled the base high poly model in 3ds max. After that I exported some of the pieces into ZBrush for further detailing and then using Decimation Master I exported sculpted pieces back into 3ds max for final Mental Ray rendering and Normal Map baking. Low poly game res model is WIP

Higher resolution image (1920x1080)

I modelled the base high poly model in 3ds max. After that I exported some of the pieces into ZBrush for further detailing and then using Decimation Master I exported sculpted pieces back into 3ds max for final Mental Ray rendering and Normal Map baking. Low poly game res model is WIP

Higher resolution image (1920x1080)

I modelled the base high poly model in 3ds max. After that I exported some of the pieces into ZBrush for further detailing and then using Decimation Master I exported sculpted pieces back into 3ds max for final Mental Ray rendering and Normal Map baking. Low poly game res model is WIP

Higher resolution image (1920x1080)

I modelled the base high poly model in 3ds max. After that I exported some of the pieces into ZBrush for further detailing and then using Decimation Master I exported sculpted pieces back into 3ds max for final Mental Ray rendering and Normal Map baking. Low poly game res model is WIP

Higher resolution image (1920x1080)

I modelled the base high poly model in 3ds max. After that I exported some of the pieces into ZBrush for further detailing and then using Decimation Master I exported sculpted pieces back into 3ds max for final Mental Ray rendering and Normal Map baking. Low poly game res model is WIP

Higher resolution image (1920x1080)

I modelled the base high poly model in 3ds max. After that I exported some of the pieces into ZBrush for further detailing and then using Decimation Master I exported sculpted pieces back into 3ds max for final Mental Ray rendering and Normal Map baking. Low poly game res model is WIP

Higher resolution image (1920x1080)

I modelled the base high poly model in 3ds max. After that I exported some of the pieces into ZBrush for further detailing and then using Decimation Master I exported sculpted pieces back into 3ds max for final Mental Ray rendering and Normal Map baking. Low poly game res model is WIP

Higher resolution image (1920x1080)

I modelled the base high poly model in 3ds max. After that I exported some of the pieces into ZBrush for further detailing and then using Decimation Master I exported sculpted pieces back into 3ds max for final Mental Ray rendering and Normal Map baking. Low poly game res model is WIP

Higher resolution image (1920x1080)

I modelled the base high poly model in 3ds max. After that I exported some of the pieces into ZBrush for further detailing and then using Decimation Master I exported sculpted pieces back into 3ds max for final Mental Ray rendering and Normal Map baking. Low poly game res model is WIP

Higher resolution image (1920x1080)

I modelled the base high poly model in 3ds max. After that I exported some of the pieces into ZBrush for further detailing and then using Decimation Master I exported sculpted pieces back into 3ds max for final Mental Ray rendering and Normal Map baking. Low poly game res model is WIP

Higher resolution image (1920x1080)

I modelled the base high poly model in 3ds max. After that I exported some of the pieces into ZBrush for further detailing and then using Decimation Master I exported sculpted pieces back into 3ds max for final Mental Ray rendering and Normal Map baking. Low poly game res model is WIP

Higher resolution image (1920x1080)

I modelled the base high poly model in 3ds max. After that I exported some of the pieces into ZBrush for further detailing and then using Decimation Master I exported sculpted pieces back into 3ds max for final Mental Ray rendering and Normal Map baking. Low poly game res model is WIP

Higher resolution image (1920x1080)

Base high poly model wireframe. I tried to keep nice and clean quad topology throughout the whole model as much as possible so that later in ZBrush I won't need to use retopology tools or Dynamesh feature to get suitable topology for sculpting.

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One of the sculpted pieces in ZBrush

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Description

This is the project I'm currently working on.

Based on Jesper Andersen's concept art

Type
Personal