Saturday, May 21, 2016

Here is a creature that I designed for one of my VR experience. It started off as a space based theme, but not I am shifting it to an underwater environment.

For this piece I was once again using Maya, ZBrush, Substance Painter and then pushing to Sketchfab. I also wanted to try out animating within Sketchfab, it works really nice, only problem is there is very low bone limit when viewing on a mobile device. On my IPhone, Apple has set a very low bone limit (about 20 animating bones) if the count is too high then it just renders the characters bones and you will no longer see the skinned mesh. Kinda a bummer, but at least I know the rules now! :)

Baby Alien V002 Sketchfab

I recently went back and re-designed one of my alien creatures that I was making for a VR experience. I wanted to try out Substance Designer and Sketchfab integration. I have to say that I am very impressed with the final results.

Here is a direct link to the Sketchfab page if you are interested:

Click Here

Thursday, May 19, 2016

High Quality Characters In VR

High Quality Characters In VR - for this project I will be revisiting on of my older characters, the Tortosaur. He is in a decent shapes as far as the model in concerned, most major shapes are created and are ready for the detail sculpting phase in ZBrush. For texturing I plan on using Allegorithmic's Substance Painter and Designer.

Here is a render of the model in Keyshot.

The plan is to use the HTC Vive in UE4. I would like there to be some sort of interaction with the character.

There has been a rig created in Maya:

Most of the gear on the creature still needs to be weighted up, but at the moment at least rudimentary motion can be tested.

WIX Portfolio

Art Station

Wednesday, January 20, 2016

All About Striking A Pose In ZBrush

I made this series for the students at FIEA. It is all about posing your characters inside of ZBrush. First we look at how to use the transpose tools in ZBrush. Then we look at how to pose multiple pieces in ZBrush using TransposeMaster. Then we look at how we can create a skeleton in Maya, weight up our character, pose the character and then send all those results over to ZBrush via Maya so we can pose our high res character. The poses will be stored on layers inside of ZBrush.

Peace, NickZ. :)

Tuesday, July 14, 2015



In PDF Format.

This book was complied by a student of mine, Jarrod Pope. We created the book to help aid in the process of building better art style guides for our capstone process here at FIEA.

The hope is that with more clearly defined art style guides, we will be able to build a more coherent art style throughout the duration of our capstone production time. 

Thursday, April 9, 2015

Heavy Demon Bust

Heavy Demon Bust printed with the formlabs 1 + Printer.

This was printed at 50 microns. The sculpt is about 7 and 1/4 inches tall from base to the tip of the horn.