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Build Phase
- Retopologizing the face, with the intent to create Morph-targets for this new mesh before continuing the rest of the design.

- With the basic Morph-targets in place, I used the Timeline to key all morph targets to create one total state of deformation that would give me a general idea of how the face of my creature would deform. Based on this info I designed the hard surface detail. Being able to deform and morph your model while you are still designing it is a great advantage. I don't have to just think about how elements would function or move, I can test it right away. Having the Morph-targets there I also instantly get to see whether the other elements are limiting the range of motion of my design, or whether things would work.
All plates and hardsurface elements were created in Zbrush using Shadowbox and the new Clipping tools. I used Contact Points to snap the plates to the organic deforming mesh. This way everything stays in place, and I am able to show exactly how the creature would function. In other words which plates would rotate, and which would slide or stay.
To see it all in motion, Click here (17 mb .mov file)

- Moving on to the body, using the exact same idea. This time I created the body with Z-Spheres and by using the Edgeloop feature, I was able to create a mesh that had polygroups representing the main musclegroups.

- I created a lateral raise Morph Target as a guide to build the body detail on. Same idea as with the face.
To see it all in motion, Click here (8 mb .mov file)

- Final plates were created for the body, again by use of Shadowbox and the Clipping brushes.
Last edited by Jelmer; 08-07-10 at 09:30 AM.
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Stunning work Jelmer, love that creature!
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great concept! the final render looks too cool!
chem!
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So is that a prawn female?
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Hey!
Very nice work!
when u create passes, u just change the materials?Is it possible the lock our scenes,when we create passes?
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awesome work jelmer... and thanks for putting all together...
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Thanks!
LY: I will not deny that I was not heavily influenced by David Meng's awesome design work on the District 9 aliens. I had his maquette on my desk for the months I was working on it... must have left a trace, haha.
Firebat: Yup, just change lights, materials. I don't think it's posssible to lock your scene, but you can key the position of your camera on your timeline, so it will stay in the exact same position, even if you accidentally moved it. That's what I did.
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I too love the Neville Page technique..This turned out great man..thanks
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Woooooooow, this is so amazing! I'm impressed by the power you have to visualize and test morphings right in ZBrush 4- without rendering it in Mental Ray or other Renderengines.
Very inspiring!
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