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Witchblade
working on a new armor suit for Fallout 3 by bethesda softworks now, this time its an adaption of Masane Amaha's Armor from the anime Witchblade
i importet a body for that game, "quadified" it in max and then simply painted the armor ontop of it, i used layer and claytubes to create outlines, then filled those with clay to create mass and finally used flatten, flattenfinish and smooth to polish them until i achieved those hard edges
boots, gloves and several details are still missing
always looking for all kinds of work in the field of design, art and creation
Portofolio
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im still working on that witchblade adaption, here comes a progress shot:

am still kinda clueless tho how i'll get those high heels in the game, they are not supported by the vanilla skeleton rig nor animations -.-, arrr, we'll see :P
always looking for all kinds of work in the field of design, art and creation
Portofolio
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wow
Nice work.
Groetjes Michael
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WhitchBlade
Is a cool project. I did a model like this and modeling the volume of the suit was very funny and challenging. I have at home one of the resin statue of this character and help me a lot. If you don't have one you can find a good reference at
http://centurysendsavior.com/blog2/
In the old files. Good job and I hope to see more soon
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Alessandro
http://ziopredy.deviantart.com/gallery/
http://ziopredy.blogspot.com/
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well extract mesh didnt work the way i wanted and hence i swapped over to the retopo tool... just finished reworking the geometry, however this tool must have been invented by some really cruel and mean person 
-no edgeloop/ring, bridge or anything along those lines which would easen the workflow,
-vertices vanish quite regulary and the model needs to get rotated for them to reappear,
-why do i have to use ctrl all the time when i cross an intersection? now its only useful for people who like to create massive poles but not for clean quading
-clicking outside of the borders to rotate or move the model places a vertice, however clicking there with ctrl to mark a starting vertex does zip
-the output model changes size, position and its origin making it kinda hard to fit it back on a body again if one creates an armor piece or anythign else that needs to be aligned to another model that wasnt retopoed, that is probably due to the parent zsphere we need to create to retopo something but why do we have to rig it to a zsphere in the first place just to retopo it anyway?
i guess this part of zrbush could really need improvement, right now it simply takes too much time and is quite a hazzle... love it tho :P
always looking for all kinds of work in the field of design, art and creation
Portofolio
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upon popular demand (
) ill show a lil of the in-process screens from the witchblade,
this first one is a final shot of what i worked on for the final surface detail after i retopologized the base sculpt posted earlier in this thread:

assembled in 3dmax, ready for export into fallout3 it looked like that, you can also see the edgeflow here:

basicly i did the following:
-import an ingame body,
-sculpt the armor ontop of it,
-retopo cutting the non armor parts out
-uv mapping,
-sculpting final detail,
-creating the textures
-reassembling the whole thing (legs and arms are mirrored for example)
now back to my new rifle, i uvmapped it now and added the necessary edgeloops for zbrush to have a homogenous sculpting surface (of course the chamfered edges are annoying in this step but i simply hope that they wont screw up the total polycount to sculpt nicely on the main parts)
the rifle was divided into 3 parts, one for each texture i want to use (could also have gone with 2 or just 1)

now on to sculpting it
always looking for all kinds of work in the field of design, art and creation
Portofolio
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allright, sadly i have to start over with the sculpting process due to the usual distortions zbrush likes to make, however i finally found the solution to my archenemy,
the mighty SUV button...
i still dont really understand what it does but in the end textures look right on the original low poly model and not the one zbrush wants to force on you if that button is activated before the first subdivision...
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what i still dont know how to solve is another strange problem, the handle of the rifle has the same poly layout on both sides (left and right), the uvmap is also totally the same, just mirrored, however, i wanted to add a structure to it and used the transform symetry thing to do both sides at once, the problem now is that one side is perfectly fine whilst the other is awkwardly distorted for some reason... how could that be if both sides are equal :? (i turned on backface masking for the brush i used just to be sure)
Last edited by jaysus; 07-08-10 at 09:18 PM.
always looking for all kinds of work in the field of design, art and creation
Portofolio
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so, finally i have the rifle ingame, ill prolly redo the textures tho, they are kinda plain imo... i also still need to improve my 1st person gun modelling i guess, its ok but not yet as nice as id like it to be or as it could possibly be...
fallout3 and the gamebryo engione also have a bunch of restrictions probably due to the nature of console game developement, for example is it utterly annoying to spend just as much time assembling the ingame model as texturing takes just to get the animations right... arrr... well... ill stop complaining just now :P
always looking for all kinds of work in the field of design, art and creation
Portofolio
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just a little doodle that i did during a boring trainride
always looking for all kinds of work in the field of design, art and creation
Portofolio
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W40K adaption of a 30mm Boltrifle with Plasmablaster for Fallout:New Vegas

another commission for Fallout New Vegas, modelled in 3DMax, detailed in ZBrush, maps adjusted in Photoshop, rendered in 3DMax scanline, prepared for ingame use with nifskope
the reference was basicly only one photo of a small miniature pvc model the size of a pinhead hence left lots of room for details, also needed to get adjusted to fit ingame animations hence for example the forgrip which aint in any reference
always looking for all kinds of work in the field of design, art and creation
Portofolio
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