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3D Design for Production

with Vitaly Bulgarov

Description

In this lecture, Vitaly Bulgarov shows his process of creating a fully rendered 3D design for production-oriented pipelines. Using the example of an alien bust, Vitaly goes through the main steps of creating a sci-fi character design from scratch. He begins by making a quick bust sketch in software: ZBrush®. He then creates a detailed suit design in software: Xsi® using the block-out as a guideline for the proportions of the alien bust. By doing this, Vitaly shows the techniques and tools he uses to create complicated surfaces like multi-layered metal plates, rubber pads, tubes, and attachments. Solving design on the fly, without making any preliminary sketches, he builds a fully detailed mesh for the helmet and suit, explaining why certain design decisions are made. Once the model is complete, Vitaly takes it into KeyShot® for raytrace rendering and then brings the renders to software: Photoshop® to finalize the design, push the overall look and bring more personality to the character by adding final textures and detail enhancements.


Duration: 2h 28m

Format: SD 1024x768

Vitaly Bulgarov

Concept Designer / Art Director / Senior 3D Artist

As a 3D character modeler for video games and game cinematics, Vitaly Bulgarov worked at Blizzard Entertainment on the cinematics team for Starcraft 2, Diablo 3, and the World of Warcraft franchise. As a concept designer for films, he’s created robotic designs for ILM, Dreamworks, Paramount, Lightstorm Entertainment and more, on projects including Transformers: Age of Extinction, RoboCop (2014), Terminator: Genisys, Ghost in the Shell, and the upcoming Alita: Battle Angel (2018). After transitioning from games and movies into industrial design, Vitaly has also worked on next-generation wearable products at Intel's New Devices Group as well as on surgical robotics at Intuitive Surgical. For the past 4 years, Vitaly has been working as the chief designer at Hankook Mirae Technology, the company responsible for building the first-ever four-meter tall mecha/robotic suit and currently developing a new humanoid and a quadruped robot. He also consults and works for Boston Dynamics, Panasonic, Microsoft, as well US military projects.

  • "When I came across Vitaly’s work for the first time I was really impressed by his notion of design, shapes and form. In addition to Vitaly’s mechanical design, which is one of the best that I have ever seen, his creative organic design has an extremely strong style, which make his work very unique. I am very proud to have Vitaly on my team."

    - Fausto De Martini
    3D Art Director