Skaven252
10-02-03, 12:34 AM
Heya all,
First off, I'd like to say: I've been itching to get back to ZBrush. The reason for me just occasionally dropping in and commenting lately, has been that we've had an insanely busy period at work, and I haven't had time for anything else. Now I finally have at least some time.
So, for starters, I decided to model a Khausar head in ZBrush. "Khausar" is an alien species of my creation, that looks something like a cross-breed between a wolf, a lion and a rat. Heavy Warhammer 40k influence, of course. I have already made several drawings of the species in 1997. Here are some:
:b2:Head studies (http://www.futurecrew.org/skaven/artwork/gandakk.gif)
:b2:Growling (http://www.futurecrew.org/skaven/artwork/warcry.gif)
:b2:Berserker (http://www.futurecrew.org/skaven/artwork/PanzerRat.jpg)
First off, I started with a unified skin of a ZSphere lump. It worked nicely, until halfway through the production I went like, hey, I'd actually like its mouth to be open. So I masked the lower portion of its jaw, rotated it to open it, then masked the mouth area and hid the polygons. And got really nasty, jagged edges. Then I thought I could even out the polygons by creating a Unified Skin, but it didn't help much, plus a lot of detail was lost in the process. See below:
http://www2.zbrushcentral.com/uploaded_from_zbc/200310/user_image-1065079550wbb.jpg
That one went to the trash bin. Oh well. So my next approach was to create a ZSphere Adaptive Skin, to produce a bit better base topology for the head. BTW, the initial ASkin looks very much like a dinosaur head. ZBrush seems like a great too for producing dinosaurs. I guess Pixolator knows this, having seen his recent teasers? :)
Anyway, after a while of modeling, dividing and sculpting I started getting some nasty creases in the smoothed & divided version of the model, which I can't seem to get rid of (circled in the large version). The reason is the underlying topology with badly angled, overly long edges, which seems really hard to fix. Man, sometimes I wish I could weld/divide individual vertices. :(
http://www2.zbrushcentral.com/uploaded_from_zbc/200310/user_image-1065079806acq.jpg
I thought I'd share the results so far with you, and ask if any of the seasoned ZBrush veterans here have any advice. How should I continue? All comments greatly appreciated! Thanks.
(The ears, you wonder? My plan has been to model those separately. Same for the teeth.)
First off, I'd like to say: I've been itching to get back to ZBrush. The reason for me just occasionally dropping in and commenting lately, has been that we've had an insanely busy period at work, and I haven't had time for anything else. Now I finally have at least some time.
So, for starters, I decided to model a Khausar head in ZBrush. "Khausar" is an alien species of my creation, that looks something like a cross-breed between a wolf, a lion and a rat. Heavy Warhammer 40k influence, of course. I have already made several drawings of the species in 1997. Here are some:
:b2:Head studies (http://www.futurecrew.org/skaven/artwork/gandakk.gif)
:b2:Growling (http://www.futurecrew.org/skaven/artwork/warcry.gif)
:b2:Berserker (http://www.futurecrew.org/skaven/artwork/PanzerRat.jpg)
First off, I started with a unified skin of a ZSphere lump. It worked nicely, until halfway through the production I went like, hey, I'd actually like its mouth to be open. So I masked the lower portion of its jaw, rotated it to open it, then masked the mouth area and hid the polygons. And got really nasty, jagged edges. Then I thought I could even out the polygons by creating a Unified Skin, but it didn't help much, plus a lot of detail was lost in the process. See below:
http://www2.zbrushcentral.com/uploaded_from_zbc/200310/user_image-1065079550wbb.jpg
That one went to the trash bin. Oh well. So my next approach was to create a ZSphere Adaptive Skin, to produce a bit better base topology for the head. BTW, the initial ASkin looks very much like a dinosaur head. ZBrush seems like a great too for producing dinosaurs. I guess Pixolator knows this, having seen his recent teasers? :)
Anyway, after a while of modeling, dividing and sculpting I started getting some nasty creases in the smoothed & divided version of the model, which I can't seem to get rid of (circled in the large version). The reason is the underlying topology with badly angled, overly long edges, which seems really hard to fix. Man, sometimes I wish I could weld/divide individual vertices. :(
http://www2.zbrushcentral.com/uploaded_from_zbc/200310/user_image-1065079806acq.jpg
I thought I'd share the results so far with you, and ask if any of the seasoned ZBrush veterans here have any advice. How should I continue? All comments greatly appreciated! Thanks.
(The ears, you wonder? My plan has been to model those separately. Same for the teeth.)