1. #1
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    Default Koro's Trooper Concept-v2 :: WIP

    It's been a while since I have had something to post, and a lot of learning since my last thread.
    To that, I hope this will turn out to be a good one, following the tutorials of Mike Jensen's workflow, I've been working again off of original concepts from my own Concept Art.

    There are going to be different classes of troopers that I want to create in ZB4r2, with a combo of organic and hard surfaces, so following MJ's tutorial, I have been working from a cloned concept mesh with pulled out geometry by using the Dam_standard, hPolish, dynamic trim, and a few other basic brushes.



    As you can see, there are still some details being reworked in the more organic areas of the design, but most of the hardsurf areas of the armor and helmet have pretty mush been flushed out with the retopo, and dynamesh to subtools.



    A few more days and I should have some of the finer details to the model worked out, but I'll add in the original concept as a basis.. Crits are more than welcome as I would love to have some input!


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    Looks like a real strong piece is coming together! Like the details on the back as well..I'll wait to see more till I crit it.

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    Thanks! I'll be picking this up today for an update later, as the next steps are going to be some of the details for the characters utility belt, sleeves, boots and legs..

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    It's been a little bit since I have updated this project, so I'll take a moment to do so.


    I've sectioned off most of the concept mesh into sub tools, and now I am soon going to be working on the final details, mostly head, the tubing, and the more organic parts of the uniform on the figure vs. the armor..



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    Looking great already the Trooper Concept! Love the harmony between the hard surfaces and the organic ones!
    Looking forward seeing this model finished mate, really will be awesome!
    The material definently has a lot of Wax in it ^^
    Keep if going Koro =)
    Cheers and happy sculpting,
    - Kenny
    Kenny Carmody
    Student for 3D-Modelling and 3D-Sculpting
    ShowReel May2012 -
    http://vimeo.com/42027953
    CGHub Portfolio - http://kc-production.cghub.com/
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    http://kennycarmody-art.blogspot.de/



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    Thanks! appreciate it!I am still working on this, and I have finally started working on some polypaint schemes to flush out the character. I have yet to work on the face, which because of a few details I want to pay close attention to have left for last. A few changes to the lights, but nothing spectacular yet for a light cap. I will be using some camo print textures to add a Digital ACU look to the outfit and armor using spotlight and the Zapplink. Finally, still need to get around to some decimation of the Dynamesh, or I may never get it out of Zbrush I fear.

    EDIT: -Since I posted this pretty quickly I just remembered I should have included a shot of the back side..
    Last edited by koro; 02-23-12 at 05:33 PM.

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    Default Update - 3-23-12

    Went to the Pixologic/gnomon hosted User group meeting, updated to ZB4R3, and got inspired to update this model of mine!So here it goes!The model has since been polypainted, and textured, but I still need to decimate each subtool and lower my subdivisions if I want to do anything in another package. As well, proper UV's would be good following that, and perhaps weapons and a pose!

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    A bit of distraction, maybe, but I think I am going to be bitten by some of the lunchcrunch method.I am going to have to get faster at this, but I thought, "why can't a speed sculpt be done in hard surface concepting?"..I do think I am going to do more of these, and try and get faster at it. maybe sometimes use retopo tools, and sometimes not..

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    Some grea tworks here!
    5 stars

    Cheers,
    Svyat
    faivcat@gmail.com

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    Thanks! trying some new things and some new features!
    I suppose the next step would be to move more into subjects where I can use more of the fibers with more organic areas to a character design..

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    Waw... really cool, I like the design and the precision of the lines...
    Whats the tutorial you refer to? Would you have a link?
    Thx!
    Sébastien Legrain A.K.A Sebcesoir

    http://sebleg.free.fr


    Yeahh!!! Thx pixologic, it's damn cool to have Zbrush caps!

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    Thanks again, Seb.

    I have over quite a few months now been picking apart the Methods of Mike Jensen's hard surface tutorials, part one and two.
    Along with Michael Pavlovich's vids on character sculpting and character dev. Beyond that I have watched a few gnomon vids like the master classes that have all together given me a really novice to advanced base of learning ZB4 all inside of about 8 months. I did however do a lot of starter zbrush learning from fellow co-workers when I worked as a concept designer for Game Republic.

    I would google Eat3D, a lot of their tuts are fantastic as they are easy to grasp and learn from! Not to forget there is also a lot of good tuts right HERE in ZBC and the classroom!

    I think next, I am going to take the sculp of the armored head a bit further and retopo the forms into Dynamesh and clean it up. That way I can get some of the details to pop a bit more, then detail it overall.
    Last edited by koro; 03-27-12 at 05:24 PM.

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