ZBrushCentral

Character/model sketches

Hey, just thought I’d share a few models I’ve done in the past week or two in my spare time.

They are all still pretty rough, with no basemesh retopoed. I’m just laying out these sculpts before my creativity ebs for the time being. :wink:

Comments welcome.

This is The Wakeful Ferryman, my interpretation of Charon the boatman of the River Styx. W.I.P.

zbrush_bust_charon1.jpg

Attachments

zbrush_bust_sneer.jpg

zbrush_torso_triple_L_C.jpg

zbrush_satyr3.jpg

They all share facial similarities. They are all looking good so far too. :+1:

Well the bottom image is 3 angles of the same model (with a slight change on
the face of the left pose). Other than the clean shaven head thing do you really
think the 4 models all share that much similarity?

I would like to avoid that if possible.

I think they are all unique enough that its not a bad thing. I may be getting stuck on your stylized mouths. They all have an arrogant expression on their face. They are all great pieces in my opinion, and I didn’t want to make it sound like they are all too similar. I believe its that I see a consistancy in your style and I like it.

These would really shine with some polypainting. :+1:

Ah that’s a good point actually.

I do tend to favor the upturned head and closed eyes on neutral poses for rough modeling sessions so it does lend itself an air of smugness, and I see what you are saying about the mouths. I’ll have to keep that in mind when refining models as to avoid repetition as that is not my intention.

Thanks for the input.

Here’s a quick concept sculpt I had in my head and needed to get out. It’s extrapolated from the torso figure.

zbrush_automaton1.jpg

Attachments

zbrush_automaton2.jpg

One of my favorite things about your work so far is that its all a-symmetrical.
Another thing I get is a classic feel, almost like its timeless, there’s not a definite time era these beings are attached to.

I like the most recent one a lot, how quickly did you sketch that out?

heh. thanks.

That last one was about 45-1hr for the super rough out of the neck piece and mouth(using the base from the other bust) and then about 3 extra hours or so just bringing up more of the detail, enough to get a base for a retopo if i ever get around to it.

As to the classical vibe, as that is what I was going for when I tackled the hair on the satyr bust. I also made the shader to try and mimic the old white marble statues so that’s cool you get some sense of it. :wink:

Sorry about the late response, been busy on my DWIV entry which I finally have some time to work on. (below)

zbrush_wykelichen_002.jpg

Attachments

zbrush_wykelichen_001.jpg

There is a difference in personal style and habits, so be careful there. Good and intersting sculpts tho! keep up the good work.

I like the soft ambient glow…very nice

Super creepy thing. I like the ambiguous head and claws. Only crit is the transition on the neck is very sharp and catches my eye.

P’etur: Very right indeed.

AgentEnigma: ty. I created an adjustable action in photoshop that fakes picture bloom. Seems to work well for presentations sake.

Aberrant: lol. yes creepiness is one of the goals. :wink: The neck is actually a frill or sorts, something like an anemone or sea cucumber. Pictures below detail it a bit more. The coloring should help to clarify as such when I get to that part.

Updates on the Wykelichen. Should be moving on to the retopo stage thurs. or friday.

zbrush_wykelichen_003.jpg](http://javascript<b></b>:zb_insimg(‘139278’,‘zbrush_wykelichen_004.jpg’,1,0))

Attachments

zbrush_wykelichen_004.jpg

Very nice work, I like your style alot. Your renders and material is very painterly. I like that material. Good stuff:+1:

Nice progress on the creepy guy :wink: haha. Do you have a link to your DW4 piece? I would love to see it. I was thinking of entering too, although I have no chance its a good learning experience

Uh yep, here it is.

http://forums.cgsociety.org/showthread.php?f=282&t=743051&highlight=nethermind

Haha thanks. Good luck. I’m “trying” to design a mech.