ZBrush in ILM’s Rango

“Rango” marks ILM’s first foray into full-cg animated films, and utilized a lot of their in-house expertise with Pixologic’s Zbrush.  Over at ZBrushCentral, they have an excellent writeup on how they built it all.

The general flow was to sculpt and texture a three-day ZBrush maquette for each character and after approval, start in on the asset. A first pass model was sent to rigging while the model asset continued to be refined, hair and fur splines added, scales added, UV’s laid out etc. Once the finished model had gone to paint, the modeler would start on the facial library. We had a few weeks for each character model including wardrobe and two weeks on average for making our facial libraries.

Pixologic :: Interview :: Rango.

PG

This story written by Randall Hand

Randall Hand is a visualization scientist working for a federal research lab, aiding researchers to discover the insights buried within their terabyte datasets generated on some of the most powerful supercomputers in the world. He also runs VizWorld.com .

Science , , , , ,

VizWorld.com is a production of VizWorld, LLC © 2009