Here is a model I am working on, inspired by the "Henk" interview. I am trying to develop a comic book workflow. Here is a soldier character. I am real noob, for instance I did not know how to mirror a subtool until yesterday, and I just figured out how to use fillobjects to color individual subtools this morning.
In the greyscale image you can note that the pants are different, that is because I deleted the extracted meshes a couple times and eventually downloaded some new brushes, to get the pants seen in the color image. I have lots more work to do on this image, but I think I will attempt to add a rig and make sure I can figure at the transpose master features.
Not much different just adding a feathered border to give the appearance of cell shading, I will also attach a model of the rifle I made in MOI3D, and rendered in Maya. I am having difficulty importing the MOI3D as Objects into Zbrush. They are alright if I clean them up in Maya first, but still suffer from unwelded vertices, resulting in garbage when you try and divide the mesh.
I really like MOI3D for the fast and clean booleans, so until I figure out a workflow with shadow box, I will work the import and remesh features and see where I get.
I began using mask and clay brush to get some interesting details. I made the ammo pouch in shadow box. Model is all standard matcaps, no post process except to combine images. Played around a little with lights and BPR.
I will ditch all the chrome parts and go with more traditional military body armor I was just checking them out. As I was making the extraction for the straps I made masks of random shapes and the used clay brush to raise them.
Last edited by Cloudrid3r; 03-11-11 at 08:17 PM.
Reason: Additional info
I began work on my female character, I used the same mesh as above. I will post the body later, it is still rough, and the proportions need adjustment. I was influenced by eof3D's Hotwire character, which is awesome. Cheers
I owe a lot to EOF3D for explaining materials, rendering and inspiration. His latest work influenced both the gesture and anatomy of this character, so thanks again.
I am still not happy with the face so much, it has some subtle issues. Also the ears only look right at the highest div level, so I want to fix that as well. Anyway, I think I will jump back on the first character and apply all the lessons I learned.
Since I have been following EOF3D's blog I have decided to utilize his more professional style and imitate (swipe) his style for my models. Beyond that I projected my model into his base mesh and found that his edge loops were superior and that I could get better detail at 2 div levels lower than I was using in my base mesh. (also he is awesome at explaining his rendering etc.)
Anyway I hope he would view this as flattery, and my ego is ok with acknowledging his artistic and technical superiority. With that caveat, here is my latest efforts. I will post Marduk and Astarte WIPS.
Hi man! Thank you for linking to me as source of inspiration ) But I guess you better look to real source of this style - all that guys that draw comics art - Joe Madureira, Marc Silvestri, Scott Campbell, Matt Dixon, Alex Ross, Ariel Olivetti, Billy Tucci, Eric Basaldua there are so many talented comic artists.
Good luck!
EOF3D, I have looked at those artists work, as I have been doing comic art much longer than zbrush. But something clicked when I saw your sketchbook. For instance if I was going to draw a character they would have an exciting pose and a more dynamic gesture, but my models were flat until I saw yours.
I have been concentrating so hard on pick up the technical side of zbrush that forgot two very important concepts, have fun and make it cool. I will post some 2D sketches to indicate where I am coming from.
Here is the latest work on the Marduk sculpture. There has been a significant over haul and a complete (smooth on Division level one) overhaul on the face. I started over making sure that form stayed within the edge loops and have a lot more to do.
In need of more practice on the posing and I need to add new subtools that are more realistic, but I think it shows some progress.
I will likely reduce much of his mass before I finish to make him more reasonable looking. and smooth the intentional blockinees of his muscles as well.
I felt like sketching tonight, and here is what I came up with. Everything was done in Zbrush, with a little compositing in PS. It has been a rough couple of days and I just wanted to screw around without any particular goal in mind.