Your work is awesome. You're almost there to achieve your goal of being top row level artist. Keep pushing the bar.
BTW: what hair system did you use? his hair look marvelous.
The hair is "hair and fur" that comes with 3D Max, at first it seems very not userfriendy. Kinda like DOS I guess ^_^
But I didnt gave it up, and it's actually pretty good. The only bad thing is that it do need alot of cpu power compared to other hair plugins out there. I wanted to bump the amount of grass to the double, and make each bit of grass a bit tinyer, but couldnt. Or I could, but the grass already took along time to render.
Especially from the closeup from the top I see now that I could've colored his scalp with a dark color to mimic shadow, or bumped the amount of hair a little bit. But I guess his about 40 and starting too lose hair, poor guy
( Haircount was 100000, and root 2, tip 0.2 )
Last edited by VictorCS; 07-23-11 at 11:26 PM.
This is my last anatomical study. Gonna leave it for a week or two, before I go over it once more with fresh eyes. Feel free to point out stuff.
Hope you dont mind the superman haircut ^_^
Did you work with Maya or 3ds max before zbrush?
If yes, have you ever created a character using theses softwares?
I'm asking this because I learned a lot of Maya before Zbrush, and it helps you A LOT with anatomy, specially because the use of blueprints helped me with proportion and stuff.
If you want to work only with Zbrush, get some reference and place them behind the model, this way you can shape better while working, and one day you wont need references anymore to create a simple head!
Well, I can see that you improved, but you can get even better! Good luck
V-Rag: Most of what I've done in 3D Max is interior stuff. The reason I almost gave up working with 3D was because I wasnt able to create a human/character in 3D Max. Then I discovered ZBrush last year. Sounds like a good idea to place a plane with picture of reference in the back, will do it. ( I try to use reference as much as I can these days )
Anyway, felt for doing some speedsculpt/paint after seeing all these great in that lunchcrunch thread, I spendt about 30-45 minutes on each of them out of a polysphere:
Today I whipped up a body ( only spent about 5-6 hours, amazed by how quickly I pulled it off ) for one of my speedsculpt heads. Started with Zspheres, kinda regret that I didnt put toes on the feet ( much stretching down there, but must retopo anyway to attach head ). I think I'll go for a leather skirt, and some sort of tribeish accessories and a lance.
Will do a female edition of this one also, pose em together, not quite sure about where and what yet ^_^
Quick paint to see where i'm heading, tomorrow I will do accessories:
since this is a stylized character, I wont say much about it's look but If you're looking to make this character believable, try to tone down the colors. Take some snapshots of Megaminde or any other dreamworks films and try to mach the colors. You'll see that you're work will be way better.
I hope it helps. Thanks for sharing
Head is now connected with the mesh, thanks to retopo, some minor detailing and adjustments on the body. Added some "hair". Will continue on clothing, for some reason it seems hard to come up with ideas to clothing, but I'll take a walk inside zbrushcentral for inspiration later.
Had a minor surgery in my left wrist, stuck with right hand for a couple of days. Navigating in ZBrush is difficult, so I did some photoshop consepting instead.
A quick 3D visualiation of a cave I did 2 weeks ago.
"Epic" drawing I did yesterday.
I feel pretty much done with the upperhalf now, ( except the clothing around the shoulder needs a bit of "straightening",
tubes on back isnt quite there yet ). Gonna rethink his footwear a little, and add more to the skirt
before retopology and texturing.
you are awesome!!!! LOL
The male "Kygi" is almost there, need to tweak leatherstraps texture/spec to match quality. Noticed leathercolor on "shoes" is too red,
same with wristband ( photoshop and tif makes it fast and easy to fix tho ). Next up is clothes for the female. Will rigg everything when
I've completed all the characters and cave. Hopefully try to animate something aswell.
The attached images ( finally it works, thanks for the new improved forum ):
First, the female "born" out of the male mesh.
Second is the soldier, needs anatomy tweaks
Third, Kygi male, it seems there is some sort of problem with the normal map on his "chestplate" where the thread is going through ( noticed that now )
Fourth, played around with UDK, the lowres model(s) I exported to UDK was 6600 triangles.
I need to do more research in that area, how to make the model suitable for a game environment etc.
for some reason normal seams show up very bad ( I guess that's where I need to hide them better? )
Last edited by VictorCS; 09-23-11 at 04:49 PM. Reason: Thumbnail didnt show up for some reason :/
For some reason I felt there was a couple of things I could do better after posting the last post. Chains instead of leatherstraps and a new wristband.
( I remember spending alot of time on leather straps, and yesterday it just came like that, chains. Annoying ^_^ )
I will do a new better knife aswell, maybe change it with an axe. Did this kind of indian thing on the girls top. Looks like i'm going with big hair for her.
First wip in a series of sculpts i'm sculpting while learning anatomy, I'll be scewing on latin words while sculpting.
A little pug, I spent a few hours on yesterday and today. Had to do something quick and different.