ZBrushCentral

Scifi Medic

This is a fella I did for an art test recently. I got a concept from the front only so I tried to do my best imagining what he looked like from the back. Did the modeling and texturing in Maya, Zbrush, and Photoshop and baked my textures using Xnormal. He is 5000 tris and his textures are 1024. The base was separate. Rendered him out using Marmoset, my engine of choice:D. Oh, and I got the job so I’m pretty pleased with that!

[phases.jpg[/ATT]%3C/font%3E"]![beauty 2.jpg|1200x1200](upload://s4Rr03bXqX1E6EL2koSA7gcyEVM.jpeg)

Attachments

high poly.jpg

low poly turn.jpg

phases.jpg

textures.jpg

Congratulations! You did an outstanding job! The laces and the tubing are very impressive! and all only 5000 tris!:+1:

Nice work ! Final model looks great :+1:

How long time did you spend on it ?

great job. well done indeed.

very cool =]

Excellent work Sarakawa! :+1:

Very cool, and with such low amount of polys! His back is looking nice too! Nice job on imaginating what it would be like and congrats on the job!

Really great character. Congrats on passing the test and landing the job :+1:
Well deserved imho

Congrats on the job. This came out really nice for such a low poly. Any chance of a break down/settings for the xnormal normal map baking. I try and get bad results. I think I’m missing something. I always get bad seams. I have tried unwraping in 3ds max and zbrush but always the normals dont match up leaving visible seams.

Another impressive work by you :+1:

@Cordycep: Thanks! I tried a new method for the laces this time and I was pretty happy with how they turned out.
@-Gopher: Thanks man, I spent about 70 hours on this guy.
@GX@W, andybruning, SadamHu, d_lavega, SuperHer0: Thanks guys, appreciate it!
@Azurae: Hah, thanks for the kind words…the backpack was definitely challenging but really fun to do!
@soulty666: I have to say the baking process is not always smooth. I don’t necessarily get seams but I do have to do a lot of cleanup when I bake with xnormal. My largest suggestion would be to make sure you keep your high poly doesn’t interpenetrate with your low poly very much. It also helps to bake out pieces at a time to prevent wierdness where meshes may overlap. If I have some time, I can try to get some of the xnormal settings up but I don’t really change a whole lot.