View Full Version : SlagSloth ( WIP ) Brian Bouffard
Hey Guys,
So, here is another work in progress. This one is of my own personal concept idea I call a SlagSloth. I got the idea from a role playing game called Realms of Chaos. It was a spin off of Warhammer 2006. The modules were quickly dropped. Heaven only knows why, I think that it had something to do with all for the issues surrounding RPG Games back in the 80’s. The concept was very evil influenced. If you have the chance, check it out! Most of the concepts are by a guy named John Blash. This guy is one of my favorite concept artists of all times.
This model is another one I hope to complete in Zbrush. I am also planning on rigging this one as well. I initially boxed out this model before I completely understood the geometry flow that is required for Zbrush. I hope that some of you can give me some feed back and critiques on this model on how I can improve the geometry flow so I do not encounter any unforeseen issues.
Thanks again all. All critiques and feedback are greatly appreciated.
Brian Bouffard
http://i61.photobucket.com/albums/h63/bb510/SideOrtho.jpg
http://i61.photobucket.com/albums/h63/bb510/FrontOrtho.jpg
http://i61.photobucket.com/albums/h63/bb510/Facecloseup.jpg
http://i61.photobucket.com/albums/h63/bb510/TopOrtho.jpg
sadicus
02-22-07, 11:45 AM
i'm no expert but it seems the topology looks good.;)
look forward to seeing this Ztailed!
explodingseashells
02-23-07, 03:00 AM
damn fine topology there. the edge loops flow with the contours of the underlying muscles ect and the quads are very evenly spaced., so that creature looks like it will deform really well. great job man
Subnormal
02-23-07, 07:07 AM
Nice job! You'll be glad those joint areas aren't so tubular when it comes time to rig this guy. Look forward to watching your stuff.
One crit, you might straighten the "arm" out a little, by about 45 degrees or so when it comes time to bind to a skeleton. It will make it easier to draw the joints and also to paint weights.
edit - actually never mind it was just that side view that was throwing me off, it looks good
Hey Guy’s
Thanks for all of the positive feedback. I recently posted these same models on CGTalk.com and have received absolutely no feedback. I was beginning to think that the entire model was crap. This makes me happy no know that there are guys and gals out there who are willing to help a newbie!
Anyways, I just finished fixing all of my overlapping UV issues and I am about to start with the modeling process today. I will keep you all posted on the work in progress.
Thanks again all
Brian Bouffard
Hey Guys and Galls,
So, here is my first Zbrush model ever. I have not had the chance to work on this guy very much. A few hours here and there, I find that I am still fighting the software more than I had hoped for. But It’s all a learning experience. But I do have to say that I am loving it! The original model was made in Maya and is at 4,559 Polygons. In Zbrush I am currently at sub-division level 4 and at 291,840 Poly. I currently am just working on blocking in the main forms. I have not had the chance to work on the feet, arms and the skull pierced by the horns.
The one area I think is looking a bit off is the legs. I found that by work on the blocking I have added to much size to the top of the legs. What do you all think? However, I am thinking that since this guy has a relatively large body that his legs would have to be large enough to support his weight. I tried to use the move button to reduce the size but found that I was damaging all of the work I previously did. Is there a way to go about this without affecting the look of the muscles structure? Anyways, please take a look. All critiques and feedback are greatly welcomed.
Brian Bouffard
http://i61.photobucket.com/albums/h63/bb510/side.jpg
http://i61.photobucket.com/albums/h63/bb510/Rear_3_4_View.jpg
http://i61.photobucket.com/albums/h63/bb510/Posterior.jpg
http://i61.photobucket.com/albums/h63/bb510/belly_3_4.jpg
http://i61.photobucket.com/albums/h63/bb510/3_4_View_1.jpg
Subnormal
03-01-07, 12:06 AM
If you did want to reduce the size of the deltoid you might reduce sub div and then use smooth brush, you'd probably have to smooth again at level 4 but that's the breaks. The size I think looks OK but I'm not sure where you're going with that crease. You might play with it under the projection master too w/ the alpha brush.
Hey guys and galls,
I have a silly question for you all. Yes I know another question. I was just looking at my thread that I posted. I noticed that there is a little red heart that appears right were others have a rating. Can someone tell me what this heart is for? I have been looking around and I have not been able to find out what this icon means.
Thanks for you feedback subnormal, I had some time to put a few more hours in, and once I get home from work I plan on putting on working several more. Your advice helped. I think one of the reasons I was having some issues with using the move tool was that I had the focal shift, so that there was almost no fall off. This was causing it to look like circles were being cut into the mesh when it moved it. After having a flash of inspiration last night in a dream I fussed with it this morning and figured it out. I have now reduced the size of the deltoid and I think that the overall shape is looking much better. As for the crease that you were mentioning, yea, I just had not had the chance to smooth it out before I posted.
I will post more after I have had the chance to get a solid grasp of the blocking. Just this morning I ended up subdividing up to level five and found that it is making my life much more pleasant to work with the model. I was fighting with the brush, I was not able to get smooth brush strokes, more like little blobs and dimples. I was finding that I was having to add mass smooth it out and keep going back in and add more to remove the lumps and dimples. Is there something that I am doing wrong? I was watching Gnomons how to model a human DVD and he said that you should move your mouse stroke up to 3 to 4. This helped but I am still having the same issues. Could it have something to do with my tablet and the way its setup?
Anyways, you again Subnormal for you help.
Brian Bouffard
abone114
03-02-07, 09:50 AM
:: look forward to seeing this Ztailed!
hahaha nice sadicus, i like that
Hey Guys, and Galls.
Here is the latest screen capture of my work in progress for my SlagSloth character. I still have a long way to go before I am happy with this guy. I still have not started working on the hands, feet, horns, and the skull on top of the head.
I am having some issues with my modeling tools. I am using Zsub and Zadd to carve in my details and getting very odd results. Both options are giving me very jagged and blotchy strokes. I am not sure if this is common and just something I am going to have to learn to deal with. However; all of the videos that I have watched I have not seen this results in their modeling process. I have added a thread into the help forum asking for some feedback and help with this issue. You can find this thread at zbrushcentral/support/questions & trouble shooting forum / why can’t I draw smooth details? All I get is bumpy strokes! If some of you have the chance could you please take a look at the screen captures I have posted and give me some possible help to my problem. Thanks a lot guys.
Attached are eight screen captures of my current progress.
All critiques and feed back are greatly appreciated.
Thanks a lot.
Brian Bouffard
http://i61.photobucket.com/albums/h63/bb510/SlagSloth_Wip_2copy.jpg
http://i61.photobucket.com/albums/h63/bb510/SlagSloth_Wip_1copy.jpg
Subnormal
03-05-07, 11:02 PM
you might want to check out this link for elbow reference http://en.wikipedia.org/wiki/Elbow-joint
(I still think the Grays one is the most useful)
are you going for assymetry this early on? if not you might mask the side you like better and resmartasym under tool pallette.
Thanks Subnormal,
No, I am not trying to go for asymmetry this early. I just have not used the smart resem yet. I noticed that some how my semytry was turned off. At this point I have been fighting with my brush stroke looking jagged and dotty. But thanks for the great eye. I will definitely go back in first thing tonight and mirror over the good side.
Thanks for the link, I will definitely check it out. I am finding it a bit hard to model this guy due to the fact that his arms are bent in the wrong direction then that of a human. I have to model everything backwards. I am sure that the link that you provided will give some insight and direction to my work. So, overall what do you think of the sculpt? This is my first guy and I really don’t have any reference material to go by. I guess I should have started on a project were I had more reference photos to work from. But I find that I have the tendency to do this quite a bit. I love to make life hard for myself. I tend to learn a lot more about the software and myself / project I am working on that way.
Anyways, thanks for the continues feedback.
Brian Bouffard.
Subnormal
03-07-07, 01:25 AM
This might sound a little crazy but... what if you modeled his arms as legs, because that is kind of what you have here. Legs with hands and arms with feet. For instance the thigh having the structure of a deltoid. I would say find some muscle reference before you move up to sub level 6.
You are using a tablet ... right?
Subnormal,
Interesting ides! Yea that is kinds of what I was going for. However, I know that my current muscle layout and structure more resembles arms and legs. But Like you said, my leg thigh already resembles a deltoid. I will have to give this some thoughts. Although, I think that would require me to abandon most of my work and start over again.. At this point I think that I am going to just finish up with the direction I am going for. This is just my first Zbrush model and I want to move on to my other monster model that I posted earlier, named Flaregasher. I am not sure if you have seen this post or not but he is at the following thread location. http://www.zbrushcentral.com/zbc/showthread.php?t=42209 (http://www.zbrushcentral.com/zbc/showthread.php?t=42209)
After I finish up on both of these two models I plan on working on a male bodybuilder. I think this would be a great exercise for me to better understand the muscle structure. As well as a great Zbrush practice.
I recently graduated from the Academy of Arts University in San Francisco and they are going to have a Spring Show. I plan on having several models completed in Zbrush and then Rig them.
But I really do appreciate your feedback and critiques. Please fell free to continue. Tonight I will have to locate some of your work. I am very interested to see some of your Zbrush Models. Do you have a demo reel?
Thanks
Brian Bouffard
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