This scene was an exploration in both organic and hard surface modeling in ZBrush, perhaps one of the most versatile and challenging pieces of software for modeling hard surface objects. Inspired by the work of HR Giger, who masterfully blends the organic and mechanical, this project aimed to capture that unique fusion. Everything in the scene was modeled and sculpted in ZBrush and staged in Unreal Engine for rendering. Procedurally built fog cards and volumes and a post-processing volume were added to enhance the atmosphere of the scene.
Tools and Skills:
Hard Surface Modeling in Zbrush | Digital Sculpting in Zbrush | Rendering and Lighting Unreal Engine | Procedural Texture Workflows in Unreal Engine | Procedural Volumes in Unreal Engine