He is responsible for developing and enhancing the digital sculpting pipelines at multiple area studios, working with artists ranging from feature animators to toy designers.Īs part of the Pixologic team, Paul travels to various studios and schools, giving live demos and offering educational and artistic support. Paul is Pixologic’s in-house ZBrush expert. Output for 3D Printing as well as for Film and Games. Make the most of ZBrush’s lighting and material system. Using Spotlight and Polypaint to texture your character and environment artwork. How to easily breakdown complex designs using ArrayMesh and NanoMesh. How to make the most of ZModeler to create polygonal models entirely in ZBrush. Using Dynamesh, ZRemesher, Extraction, Panelloops and more.
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