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aurick
03-27-09, 09:25 AM
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The Action Hero Contest (http://www.ZBrushcentral.com/zbc/forumdisplay.php?f=93) may be over, but we're not done bringing you good stuff from it! This week is the second of five "Making Of" articles from the top winners, highlighting goldo_O and his creation: Captain Hornet. Adrien's entry (http://www.ZBrushcentral.com/zbc/showthread.php?t=66487) was characterized by style: a stylishly stylized character, and a great sense of overall style in the presentation of every image throughout the project. Now we're pleased to be able to bring you a detailed walkthrough of his thoughts and techniques as he worked on our Third Prize winner.

Enjoy!


INTRODUCTION

00_Wilson.jpg


“ZBrush must be used for the entirety of this challenge.”

What was at first a kind of constraint in the rules of this competition quickly became a great feeling of artistic freedom: no UVs to unwrap, no skinning to worry about… and apart from the rather uninviting stage of a detailed retopology, I had a blast working on this character. Here are the different steps that I used to create it:


CONCEPT

01_Concept.jpg


The idea was to create a burlesque character, both in the design of the costume and the features of the man wearing it. So I decided to use a lot of super heroes’ sartorial stereotypes (very tight spandex suit with leather underpants on top, excessively long cape…) as well as other clichés such as an insect as the character’s global theme.

Quentin Wilson, despite his almost ridiculous suit, takes himself very seriously and loves his haircut so much he doesn’t wear an integral hood to protect it! I wanted to give him a condescending look, caricaturizing his British aristocratic origins.

To me, the face was the essential element of the character, and the point of departure for this project. After a very quick sculpt of his bust in ZBrush, I had a quite clear idea of who Captain Hornet was to be and was able to draw the model sheet in Photoshop.


BASEMESH

02_Basemesh.jpg


Having exported the model sheet as two square textures, I projected them onto two Surface Plane SubTools and activated Transparency. I imported a ZSphere as a third SubTool and started to create the skeleton in the front view. I created the Adaptive Skin with a single subdivision level, imported it as a fourth SubTool, masked the ZSpheres and then used the Move Brush to make the mesh match the character’s silhouette from the concept.


DESIGN

03_SculptTemp.jpg


The aim here was not to go too far into detail, but to lock down the proportions and the anatomy at first, and subsequently the costume’s design. Most of his accessories were created from cube primitives.

At this stage the use of PolyPaint lent itself perfectly to quick tests of new costume designs and enabled me to get a notion of the final look.


RETOPOLOGY

04_Retopo.jpg


As I had the final design, I could start with the retopology. Personally, I prefer to draw a preview of my final mesh’s wireframe with PolyPaint before starting the real retopology, as I find it easier to erase and redraw lines, testing new loops, etc., than doing it directly with ZSpheres.

Once the wireframe was drawn, it took me less than an hour to recreate the basemesh. The only thing left to do was to set up the Polygroups before starting the final sculpt.

Here’s a turntable of the final basemesh after the retopology:


uQnnlwaSdu8



SCULPT

05_Sculpt.jpg


With the brand new topology, the final sculpt was pure pleasure. With a dozen SubTools and a polycount of less than two million, I still didn’t go too much into detail at this stage. This was for two reasons: to have relatively light SubTools that speed up the TransPose Master process, and because I wanted to wait for the character to be in his final pose to work on folds and micro details.


POSING

06_posing.jpg


Since the first weeks of the challenge, I regularly took short breaks to test different poses. In addition to helping me refine my idea for the final pose, this allowed me to train myself in deforming the cape with TransPose, starting from a simple 3D plane.

Before tackling the final pose, I activated “poseable symmetry” in the Transform palette in order to be able to symmetrically paint details and colors onto the posed model.

Here is a video of the posing process done with the help of TransPose Master:


QozQU-9kMJc



TEXTURES AND MATERIALS

07_textures.jpg


To be able to quickly apply colors and materials to the different sections of the costume (Fabric, Leather, etc…) I painted selection masks in black and white, then color-to-texture transferred the PolyPaint onto a set of automatic UVs generated in ZBrush.

Those selection-set textures let me get back to the complex masks at any time, just by applying those textures onto the object and using “Mask By Intensity” in the Tool>Masking menu.

The coloring was done with PolyPaint. Before tackling the colors I usually create a reference sheet in Photoshop, including photos or illustrations using the kind of color palettes I am looking for. I imported this PSD as a background into ZBrush, with the “Flat Color” material selected. This allows me to not only have my references in front of my eyes all the time once I start the PolyPainting, but also to quickly pick a color I am interested in by placing my cursor over the canvas and using the shortcut “c”.

Captain Hornet’s yellow fabric uses a modified version of the MatCap “Pewter”, created by Olivier Kaeser and available in the ZBrush Download Center (http://www.pixologic.com/zbrush/downloadcenter/library/). For the eyes I used the MatCap “Boing” created by Gerson Klein. Thanks guys for these great materials!


PEDESTAL

08_Pedestal.jpg


Having done some tests in Projection Master with the architectural modelling technique of Sebastien Legrain, I realised that I would not be able to obtain the mixture of right angles and curves for the cornice that I wanted to use as my character’s pedestal.

Therefore, I decided on starting from a SweepProfile3D primitive, reducing its horizontal subdivisions down to 4 and increasing its vertical subdivisions to the max. By editing the Sweep profile curve I obtained the result I was looking for. All that was left to do was to add some vertical loops through the Edge Loop option in the Tool>Geometry menu to make the polygons less rectangular.


JQuL8GIWKbo



RENDER

09_Render.jpg


For the moonlight render the talented Brett Sinclair suggested to me, I rendered out different passes in ZBrush, then used Photoshop for the compositing and the sky. I used ZAppLink to save the camera’s position in between ZBrush sessions, and to export the scene’s alpha channel. The MRGBZGrabber tool allowed me to extract the ZDepth map by exporting the resulting alpha. After that, I did two renders with one unique white light in each (one for the moonlight, one for the city lights coming from below) and a grey material applied to my model so that I could use them as masks for the lightning in Photoshop later on.

All I had left to do was to make a render of my model in color and with its materials, after which I had all the necessary layers to compose my final image in Photoshop.

Here is the turntable of the final model entirely rendered in ZBrush:


jKrz8P-Ci1w


Thanks for reading this making-of, and don’t hesitate to ask any questions if anything seems unclear. Thanks to Pixologic for organising this amazing contest, and to all the participants that created such inspiring characters. Finally, thanks a lot to all those that supported me and voted for Captain Hornet!


We would like to thank Adrien for taking the time to put this article together. Watch over the next few weeks as we bring you the other top entries (http://www.zbrushcentral.com/zbc/showthread.php?t=068431), counting down to the Grand Prize winner. There's still an epic amount of great info on the way!

You can also read more about Adrien himself in his previous interview (http://www.zbrushcentral.com/zbc/showthread.php?t=60454), which was done shortly after his third place win in last year's Dominance War III competition.

Be sure to also check out our many past interviews, which can be found in the ZBrush Artist Interviews (http://www.zbrushcentral.com/zbc/forumdisplay.php?f=88) forum.


icon

Dman3d
03-27-09, 09:32 AM
Wonderful! Thanks so much for posting this Making of!
I had been wondering everytime I saw the image about the texture of the suit
and how it was done.

Do you or anyone have a link or more info on: "I used ZAppLink to save the camera’s position in between ZBrush sessions"


Curious about how to save the camera position this way.

-d

grassetti
03-27-09, 09:40 AM
Amazing entry man!
Love everything! Congrats!


Thanks for the breakdown!

Captain Sensible
03-27-09, 09:49 AM
Awesome making of for an awesome character! Thanks so much for sharing!

He got my vote. Nuff said ;)

undoz
03-27-09, 10:07 AM
Very creative work on the design and the techniques used.
Thanks for the article!

Moni-Poroni
03-27-09, 11:56 AM
It´s really amazing to see this making of! Captain Hornet is super cool, and
I love everything about him! :)
And every time I see this fantastic pedestal I think -- WHOA !
Great to see this kind of stuff!
Many, many thanks for the Video!
I really learned a lof from you!
And guess what, I still kow what´s "specular". Yep, I didn´t forget it. :D
Once again, many compliments on your modeling+texturing work -
You did an awesome job!

:tu: :tu: :tu: :tu: :tu:

waiyeh_L
03-27-09, 12:33 PM
Very nice work !
Thanks for sharing =)

Mind Symbion
03-27-09, 01:18 PM
A wonderful making of for a great entry!
Thanks for sharing! :D:tu:

Etcher
03-27-09, 01:49 PM
Hi Adrien! I loved following the development of the Captain during the contest. It's great to see this awesome overview! So, a well deserved congrats on top row, and 5 stars from me! :tu: :tu: :tu: :tu: :tu: !

Mikeporetti
03-27-09, 01:57 PM
Love the style, Great Work!!!

MoP
03-27-09, 02:00 PM
Really, really cool stuff.
Thanks so much for spending the time to document this process and share it with us all.
Excellent artwork and great explanations, this thread is now in my bookmarks! :)

DigitalDreamer
03-27-09, 03:25 PM
Really great modeling! Thanks for sharing your techniques.

goldo_O
03-27-09, 03:26 PM
Ohh :) Such a good surprise when I opened ZBC today!
Thank you so much to the Pixologic team for setting this up, and to everyone here for the kind words and support during the contest. I had a lot of fun working on this character, I really did.

Dman3d: If you have Zapplink installed, go to Document/Zapplink Properties and clic the Cust1 or Cust2 button when you have the camera angle you would like to save. Then simply use the "save views" button, and you will be able to reload this camera by opening this .vws file in your next ZBrush sessions.

Captain Sensible, Moni-Poroni: Thanks a lot guys! it was a real pleasure to do this contest with people like you!!!

Thanks again everyone! And have a great week-end! :)

ncollings
03-27-09, 07:15 PM
really cool making of Adrien :tu:

Morph Division
03-27-09, 08:43 PM
hey Adrien,

You make it look so easy, nice work.

:tu::tu::tu:

SolidSnakexxx
03-27-09, 11:21 PM
You've made the Amazing piece since the concept work! Excellent in every way! :tu: :tu: Thank you for sharing your technique! :)

jp_smith
03-27-09, 11:54 PM
Great to see some of your techniques Adrien! I'm a big fan of both Cap Hornet and you. Nice job man. :tu: :tu:

conte
03-28-09, 04:30 AM
wonderful job:tu:

SquidStudios
03-28-09, 05:16 AM
Great work and an amazing style!

JR_Rossi
03-28-09, 10:38 AM
A perfect craft performance from the beginning to the end! :tu:

Gordon Robb
03-28-09, 12:09 PM
This is awesome. Thanks for sharing. I have a question though. In the video where you are transposing, how are you moving the mesh? I don't see the normal transpose guides that I get (and find difficult to use:))

Are you using some strange process I know nothing about?

goldo_O
03-28-09, 02:07 PM
Hi Gordon!
This is just my video recording settings in Zbrush, that don't show transposing guides, but I used Transpose Master as usual. No special trick here :)

ravioli_rancher
03-28-09, 02:23 PM
gold_O,

Thanks for the Making of article. It's Bloody Brilliant. :cool: :tu:

Though in your pedestal making video, I see you using the transpose tools to straighten and align slanted polygon edges. When I try to mimick this technique, the edges seem to inflate along their normals and cause a mess.

Is it possible for you to elaborate a bit on this process. Are you using Rotate, Size, or Move? Did you use the Deformation tab at all during the process? Please help. I'm daft with frustration. :)

goldo_O
03-28-09, 02:48 PM
Thanks Ravioli_Rancher for your kind words!

Are are the steps to straighten a line of vertices:

1. mask the line of vertices you want
2. invert the mask.
3. use the move tool
4. start the guide on top of your vertices line
5. drag and drop the transpose guide to the left or right with Shift pressed, to make the guide perpendicular to the vertices loop.
6. Grab the extreme left (or right) circle and bring it back to the origin of the transpose guide, again with Shift pressed.

You can surely use Deformations/Flatten as well, but I find easier with Transpose since you don't have to figure out which axis you need.
I hope it makes more sense now.
Cheers,

ravioli_rancher
03-28-09, 03:05 PM
gold_0,

Thanks, man. Have a hang of it, now. :cool: :tu: Wonderful new use of Z. Now to find a link to your Dominance War IV entry. :D

Dman3d
03-28-09, 04:14 PM
Oh duh!:lol: Thanks goldo_O :D Your efforts are teaching all of us so much.

Thanks again.:tu:

Darukin
03-28-09, 05:16 PM
Excellent! Thanks for this!

Ayden Cross
03-28-09, 08:43 PM
Seriously phenomenal work. I was amazed, and am SO grateful for those videos. They REALLY helped. I only recently learned the transpose tool and I'm still trying to get the hang of it, so yours was a real help!

sko25
03-28-09, 09:29 PM
great job love the concept of your hero

Jordan.Bill.B
03-29-09, 03:00 AM
thats great!. painting on the model to get the perfect edge loops is a very good idea. i too like clean topology.

Webhead
03-29-09, 03:58 PM
Captain Hornet was such a unique entry. Truly a great character!

3mm
03-29-09, 11:34 PM
very creative making ,thanks for sharing:D

Lucky_1
03-30-09, 09:16 AM
Thanks for showing your workflow Adrien,
he still looks awesome :)

BillyG
03-30-09, 09:16 PM
Cool Character, very different from whats out their now, nice

neeraj_pandey
03-31-09, 05:11 AM
it was a great sculpt. any tutriol regarding poasing a model if taht is not made up of using z sphere.

tokio
03-31-09, 07:56 AM
great work and perfect

jempix
03-31-09, 05:13 PM
That's a great tutorial. Congrats again. Well deserved (I voted for you!)

aliaskajan
04-02-09, 01:45 AM
thank you :)

dtran
04-03-09, 12:26 AM
A HUGE CONGRATS to you Adrien!! This has been very helpful for guys like me to see. Seriously, just Spectacular stuff, I didn't expect anything less from you!

Congrats again!

Hardboiledart
04-03-09, 02:36 PM
First of all...a huge congrats for you adrien...
this post was very informative & helpful..i learned alot from this :)
You make it look so easy, really such a nice work & good job.

vedanta
04-04-09, 10:14 AM
gold_o you said,
After that, I did two renders with one unique white light in each (one for the moonlight, one for the city lights coming from below) and a grey material applied to my model so that I could use them as masks for the lightning in Photoshop later on.

Can you explain this more, about using two gray material renders to act as masks.. it appears that this method adds other light sources but doesn't over ride the underlying yellow suite material or its lighting...... You are using a matcap for the yellow suite material with baked in lighting and successfully adding extra lighting,, which is enhancing or complimenting the baked lighting direction of the matcap.... can your masks over rule the baked in lighting if you desired to do so...
thanks

jaski
04-07-09, 03:17 PM
Hey thank you so much for the step by step summary of how you made this model. I wanted to know exactly how did you make the cape. If you have time do reply. Thanks a lot and congratulations.

goldo_O
04-08-09, 11:45 PM
Thanks a lot once again for the kind words guys! Really appreciated! :tu:

Sorry for the late answer Vedanta: indeed, the lightning was baked in my matcaps, but most of them had a lot of ambient light and the shadows were not too strong, so it was still a good base for my final lightning in Photoshop.
The final result isn't 100% accurate, but I think it did the trick.

jaski, the cape was made with a plane3D primitive, I changed the settings to have it longer, but still with squared quads and created a Polymesh 3D out of it. After that, I just used transpose, masked some areas with a very blurry mask selection, and applied some rotation. Once I had the cape posed, I was able to start sculpting the folds. That's pretty exciting to pose cloth with the Transpose tools, you should give it a try! :tu:

maxinkuk
04-11-09, 05:43 AM
Excellent step by step, thanks Goldo, it will be very useful reference indeed. Again congratulations for the result, it looks great.

cmoffitt
04-11-09, 08:47 AM
Hey Adrien, awesome job on your "making of" for Captain Hornet! You've inspired me to do more hard surface stuff in zbrush and you made me want to redo my "making of" as well. :lol: Hope to see you in June.

77model
04-15-09, 08:28 PM
This was I wants to say:lol:
Wonderful! Thanks so much for posting this Making of!
I had been wondering everytime I saw the image about the texture of the suit
and how it was done.

Do you or anyone have a link or more info on: "I used ZAppLink to save the camera’s position in between ZBrush sessions"


Curious about how to save the camera position this way.

-d

goldo_O
04-16-09, 08:58 PM
Hi 77Model!
Here is more info about that:

If you have Zapplink installed, go to Document/Zapplink Properties and clic the Cust1 or Cust2 button when you have the camera angle you would like to save. Then simply use the "save views" button, and you will be able to reload this camera by opening this .vws file in your next ZBrush sessions.

Cheers!

I.R.Brainiac
06-10-09, 03:50 AM
I'm so glad I found this place.I looked at all the entries and was blown away by the high quality.

Yours was,I felt,the one that best satisfied the spirit of the contest.Your hero truly is super.

brettSinclair
06-17-09, 06:37 AM
Hey Adrien. I never got round to replying to the tut. Brilliant! Very informative.
Thanks for the mention. But your the talented one here my friend. ;)

Congrats on a brilliant piece. The final image is excellent.

Hope your well.

Cheers,

Brett

alphagsv
06-22-09, 07:42 AM
great work man, nicely done. GIVE ME YOUR SKILLS NOW!! :lol: just kidding. keep on pushing.

Glen

LEFT
07-04-09, 08:09 AM
It's very good ,I like it. keep on pushing.

Moni-Poroni
08-03-09, 07:38 AM
Adrien, why don`t you post your Zbrush Kentor here at ZBC?
We should Z-elebrate your first prize here. ;)