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My work on Enlsaved

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right, this is what I gathered, thanks for letting me now Aurick.
What I did found odd was that the picture I have posted did show up in the thumbnails row, and than by clicking on it you where brought to the second page of the thread which was empty. I don’t know if it’s possible but maybe you could delay the images displayed in the thumbnails row as long as the post hasn’t been published?

Great stuff.Visited ur blog. Lovely classical sculpture images!
My question to u how much time it took to finish a main game character from modeling to texturing. Hw much helpful it to use san data.

amazing work on your blog…big fan…

Fine works…really great and inspiring…

Happy you like my blog! Feel free to comment on it, if you like or dislike something. I only started it, and I’d love for it to be a place where people can share their knowledge or taste about sculpture and anatomy. Bring some new references in, show some great work etc…
As much as I like elfes orcs and stuff like that, I think there are quite a lot of subject from classical sculpture that can inspire us all.

Rituparna, it’s actually very hard to tell how long it takes to make a main character. At ninja we have a rather flexible approach in how our main characters evolve, there is a lot of exchange between Concept art and 3d modelling. And it can take a long time for every one to be happy. I would say, if we were to make it in one go and with no iteration it would take about one month total. But in the case of monkey it took a bit longer for the reasons I’ve explained and the all process was spread in a period of approximatively 6 month, sometime working on it for a full week, sometimes not touching for a month.

About the scans it’s very useful to have a couple of exemples in Maya just to see how a face is built especially for angles your not use to see too often (like a top view). But we didn’t use any scans for our characters in Enlsaved, they where just used to create Digital Doubles for the motion capture.

stun_scout.jpg

some exemples of our ingame/textured characters.

Attachments

melee_scout.jpg

monkey_action_trans.jpg

Thanx a lot for ur reply. It will help a lot.
Waiting for more updates from u…

I finally had a bit of time to improve my render scene. I wanted to emphasize the details in the model a bit.

sorry for the huge picture, I didn’t figure out how to make thumbnails out of my images.

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Nice model. The bigger images always look better anyway. The render is very clean. I like it

Really love the Rhino mate!
Keep up the great wrok ! 5 stars*****


http://www.zbrushcentral.com/showthread.php?p=774018#post774018
http://minastris.cgsociety.org/gallery
Also available on freelance

Great works specially the last one render is awesome, what is it rendered in?

Wow, love it! Great shapes balanced with just enough detail, plus he is just oozing attitude!

Jon

I likey new render

Some render of Monkey. Compared to other anatomy work on this forum, I find that monkey’s body looks rather simple and not highly detailed, but this level of detail is what turned out to look the most natural inGame as we didn’t want him to look like all his muscles where constantly in tention, and coupled with our skin shader and textures it ended up to feel just right.

These are just simple renders in maya. I use fast mental ray, a great little plugin that simplifies a bit the work.

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Shoulder feels a little detatched to me. from the front, the pecs should flow over the bicep and into the deltoid. From the back the deltoid should cover more of the triceps, which are missing a head that connects into the scapula. The whole of the tricep should be shifted in towards the body more.
Hope that helps

spot on crits. Especially the pecs and deltoids where bugging me as well while i was looking at it.

gingerrichd you are right about the shoulder/triceps feeling detached, unfortunately this come from the nature of the project. This character is a hires model of an inGame model (this explains the Tpose), and therefore the volume had to fit with the arms down too. So to avoid penetration between the triceps and the latissimus I had to compromise and create this gap in the arm pit.

I will end these render updates with the Gun Scout. Thanks for all your comments and suggestions, it’s always great to post in here!

If case you are interested in classic sculpture, anatomy, character art etc…
here is my blog: http://jb1er.blogspot.com/

Thanks again!

Attachments

Some enslaved ingame models. 5574684258_aacbf8901b_b.jpg

in case you are interested i have some more hires in here:

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5574099127_2b61efaaed_b.jpg

5571954586_5846469ce9_b.jpg