Ghobad the Persian Warrior Archer
This is our latest Persian Warrior character in a series of four. Ghobad is the leader of the group and what he lacks in strength and brute force compared to the other warriors he makes up for it using his cunning wits and his excellent marksmanship.
Read moreKaam game character finalized
Following our last post concerning the modeling of our character called Armin, this is another character from the Persian Warrior series of four characters. Kaam is a ruthless giant who is at a head and neck taller than the other warriors and brandishes a huge sword with golden engravings. He is of royal descent but has become a soldier of fortune after years and years of war and fighting.
This character was modeled, shaded and rendered by Bahram Najand using 3DMax 2009 and ZBrush 3.1 based on concepts by Faraz Shanyar.
Read moreArmin game character 3d model
This is another one of the characters in a series of 4 game characters we are currently working on and is named Armin. Armin is a powerful and fierce warrior but contrary to his looks has a heart of gold. His main weapon is a pair of huge flanged maces which he uses expertly to clobber his assailants and enemies.
The sketches and concepts were created by Faraz Shanyar.
The 3d model is being done by Reza Ramezani, one of our lead modelers and is done using ZBrush 3.1 and Max 2009.
Read moreKam game character 3d model
This is one of the characters in a series of 4 game characters we are currently working on. The sketches and concepts were created by Faraz Shanyar.
The 3d model is being done by Bahram Najand, one of our lead modelers and is done using ZBrush 3.1 and Max 2009.
Read moreZbrush 3.5 Release 2 is out!
Zbrush 3.5 Release 2 is finally out and Pixologic has added lots of new functionalities and fixes to this version.
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ZSpheres 2 and ZSketch
- Surface noise
- Brush noise
- Improved LazyMouse with Backtrack and Snap to Track modes

- New brushes such as Trim, Planar, Noise, Move, Spherical, Slide, Form, Flakes, Crumple and more
- New Brush Depth Masking to give complete brush control on a surface
- New MatCap materials for ZSpheres 2/ZSketch mode
- Gradient PolyPaint
- Each Subtool can now have it’s own Texture, Displacement, and Normal Map
- Enhanced displacement and normal map options such as native export of 32-bit displacement maps, High-Definition Displacement, Normal, and Texture maps from HD geometry
- Improved perspective with a floor grid
- Reorganization of the Tool sub-palettes to coordinate with selected SubTools
- Ability to merge all visible SubTools and optionally weld the seams
- New PUVTiles mapping method, which represents the most efficient use of UV space yet
- PolyPainting accuracy has increased from 8 to 16 bit
- Mesh masking has increased from 8 to 16 bit
- New Gradient polypainting option to give a dynamic transition between colors
- New navigation to work with the virtually unlimited zooming
- Right-Click Navigation
- New sliders added to Project All, providing more control over your results
- Memory management enhancements give the capability to subdivide your models to higher polygon counts
- New ambient occlusion masking, which can create an AO texture for use in other applications
- Improved export/import options with the capability to import and export Maya .ma file format with automatic setup of shading network for Texture, Displacement and Normal mapping (This feature is a part of the GoZ system. The full GoZ implementation will be included in the next update )
- Fast local access to ZBrush files with the new LightBox browser (the full version of LightBox will be included in ZBrush 4)
…and many more enhancements and optimizations throughout ZBrush.
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Hairy Wolf
This is the first model that was worked on in our hairy animals production tests. The character was modeled in XSI and ZBrush by Reza Ramezani.
The hair was also worked by Reza Ramezani using XSI hair. Texturing was done using ZBrush and Photoshop.
You can see some more snapshots and renders in the galleries sections. The render is done in XSI 6.5 using Mental Ray and takes a LOT of time.
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