The gallery

4 min read

CG art to inspire

The best digital art from the CG community

GLOO GLOO

ARTIST Hossein Afzali

SOFTWARE ZBrush, Maya, Substance 3D Painter, XGen, Arnold

“Initially, Gloo Gloo was a 2D concept that I created for my YouTube channel. I decided to implement it in 3D with a few changes. I love characters with historical backgrounds, and I'm inexplicably drawn to cave people! I looked at many references from Adrie and Alfons Kennis (www.kenniskennis.com), who have done incredible work creating lifelike figures of early humans. However, my challenge was to maintain a balance between stylisation and realism.

I'm glad Gloo Gloo came out of his cave and appeared in 3D World! I’ll definitely create his whole family so that he won't be alone!

hosseinafzali.com

PAINTBALL ARENA

THE AIM WAS TO COMBINE VIBRANT COLOURS WITH A CLEAN, FUTURISTIC AESTHETIC

ARTIST Simon Grefbäck

SOFTWARE Blender, ZBrush, Photoshop

“I wanted to create an interior design for a fast-paced paintball arena shooter within a 3D-printing facility dedicated to preserving architectural history, printing 1:1 scale replicas of ancient buildings, or what's left of them. The aim was to create an immersive environment that combined vibrant colours with a clean, futuristic aesthetic and a touch of retro nostalgia.

Mostly everything is modelled in Blender, making use of the software’s non-destructive workflows with modifiers and add-ons such as BoxCutter and HardOps for even faster iterations of the design.

The characters use a base mesh that I tweaked and the clothes are sculpted in ZBrush making use of the GoZ, GoB add-ons. All the textures are made in Blender’s shader editor, and all the images are rendered in Cycles.

artstation.com/simongrefback

STYLIZED HANFU GIRL

ARTIST zhuzhu

SOFTWARE ZBrush, Blender

I love sculpting, but I also want to simplify the creation process as much as possible. So I usually use Polypaint instead of textures, so that I can skip the steps of retopology and UV unwrapping. After the general shape is sculpted, I usually use Sculptris Pro to sculpt the details. This way, where a lot of details are needed there can be enough polygons, and the parts that do not need details can keep a relatively low polycount.

artstation.com/zhuyao

AIR JORDAN

ARTIST Raphael Perroni

SOFTWARE ZBrush, Marmoset Toolbag, Photoshop

I’ve always been inspired by Michael Jordan and decided to make my own take on his insane jump for the 1987 Slam Dunk Contest. As an artist, I find inspiration from Bruce Timm and Jamie Hewlett, and I try to incorporate some of their unique styles into my work, especially in terms of the silhouette. The sculpting phase is the most enjoyable part of the process for me, and in