Building the Brain Gravy Bar
In the 'featured' image above, you can see the limitations of both the equipment and software when I started out. Looking at that compared to where we are now, I'm sure you'll agree that the original looks like crap. I had just bought a copy of ZBrush with the 3D ZModeler brush. Initially I was going to use ZBrush as my go to modeling tool, but I later found that modeling thins in 3DS Max was just easier. Probably because 1. I've been using Max for over a decade, and 2. ZBrush isn't the easiest thing to pick up and learn. I've provided a time lapse video of the door modeling in ZBrush below. I later scrapped it for one created with Max and the Graphite modeling tools. I was able to save the sliding door parts and use them in the new version.
One of the things I really don't like about ZBrush are the scaling issues you get when you import a model from ZBrush into 3DS Max. Usually the model is about 1000x the size you need it to be. So I had to import the model into Max, then use a proxy of the main character to scale the door to the size needed for the scene as you can see below.
Shortly after creating this door, I upgraded 3DS Max to the 2019 version which gave me the capability of using Physically Based Rendering (PBR) materials. This in turn meant I could use Substance Painter. So I remodeled the new door to look like this.
So I rebuilt the rest of the scene in 3DS Max 2019 and looks like this as opposed to the featured image.
If you are interested in using the tools I've mentioned for yourself, just follow the links here :
ZBrush from Pixologic
3DS Max 2019 from Autodesk
Substance Painter by Allegorithmic (who recently sold their soul to Adobe)