ZBrushCentral

Starcraft Marine

Hi everyone.
Finnished modelling this in Max - mapped it and everything:
(please disregard render, lighting and materials)
[attach=37963]scm7.jpg[/attach]

I’m importing this into Zbrush tomorrow to make textures and displacements.
Eventually I want the armor to look like this concept drawing I made:

[attach=37964]gmsts.jpg[/attach]

Alot of details in there…

Anyway, can anyone help me with finding a good battered metal or broken stone tutorial?
I use Zbrush alot and am well familiar with it, but not very well familiar with these kind of techniques.
Any help would be great!
There is ALOT of complex work to be done here…

Thanks!

David

Attachments

scm7.jpg

gmsts.jpg

Blizzard contest entry?

Looks nice… I like his hand especially, the way it bends around the gun and the way the gauntlet’s fingers sort of respond to his grip.

One question… was the head ZBrushed?
And one crit… it looks to me as though the armor is way too huge

Great start. Great concept, when you know what to do you do what you know :slight_smile:

Hey guys… thanks.
Any advise as to how to utilize Zbrush to make these kind of cracks though?

Bill - Probably not. I’m from Israel and for reasons beyond my Ken, Blizzard closed the contest to 4 or 5 very specific countries.

Frags_ghost - Thanks. The head was created in Max and gone over with Zbrush - here’s a thread of the head alone:
http://www.zbrushcentral.com/zbc/showthread.php?t=36348
As for the armor - It’s still gamey. I might change proportions later on.

X-titan - thanks man :slight_smile:

Too bad to hear that it’s not open to you. I really like what I see. I think the exagerated proportions work really well. Perhaps not at all angles and poses, but in this shot I like it a lot.

Awesome.

wow man, think this is looking sick bro, I like the huge armor - very clean lookin mesh and nice angle
this might be a good start on the armor (some methods) http://www.zbrushcentral.com/zbc/showthread.php?t=035323

Hi guys, thanks for the comments.

Bill - Yea… I might try entering it (if I’m pleased with the result) under my grandfather’s name or another one of the several family members I have living in the states.

GRAFIK - Cheers :smiley:

  • FoOD - thanks man. I know this dudes tutorial… sent him a message though, see if he has any good idea’s.

Thanks again.

bout time :stuck_out_tongue:

ok guys. I need help.
Here is my working method - it works to a certain extent - but I would really like some professional advise here.
Since I’m trying to creat two layers in the armor - an outer one and an inner one which is revealed where the outer one is torn and beaten and ZB2.5 with its new amazing tools isn’t out yet, I resolved to doing the MATERIAL seperation via a map.
So what I do is paint a B/W map of the area in which I want the inner layer to show, use layer intensity as a mask and start playing around with pushing, pulling, inflating and pintching.
The result are rather nice, and when I apply the map back on, as you can see in this coming image, it sits nicely in the area’s I want the inner layer to be seperated from the outer one:
[attach=37965]scm9.jpg[/attach]

But here’s the bigger problem I’m having - this shoulder pad, for example, is already 1.7 million polygons (and this is after I deleted all unseen polys) and I can’t up the polycount anymore than that - and it’s not enough - here is a little close up on the highest division level, you can clearly see this isn’t nearly enough:

[attach=37966]scm8.jpg[/attach]

Anyone got any ideas? advice? anything?

Thanks!

Attachments

scm9.jpg

scm8.jpg

can you mask off the area to be worked on in Z…invert the mesh…geometry then divide…or am I way off??? knowing me I am in left field…lol
ron

Not sure if you have already tried this but in order to bump up the amount of polys you can use in zbrush for any given model you have to set it in preferences.

Just go to:

Preferences/ Mem - “MaxPolyPerMesh” and up it.

Sure I tried upping the maximum poly count, it’s just that I run out of mem.
I’m running a machine with 1g ram only - I’mna boost it to 2g ram today though and hope it works well.

I think you should only use Displacement on big dents in armor for all the fine detail and cracks coming off the big dents try using bumpmap (bumpviewermaterial) should work fine for that kind of detail :smiley:
I used it on a recent model with scales and it worked quite nicely:+1:

Well, moved on to things I CAN handle so far.
So I’ve done the gauntlet:

[attach=37967]hand3.jpg[/attach]

[attach=37968]hand4.jpg[/attach]

I’ve decided to go all VRAY, since I can only choose one renderer (unbridgable difference between displacement map calculations). So no AO and no SSS for me in this project…

All opinions will be greatly appreciated.

Attachments

hand3.jpg

hand4.jpg

Ok, I’ve started doing the real work.
This is the outer part of the helmet - though not too important in the image, it’s a blueprint for the rest of the armor regarding colors, materials and technique.

[attach=38190]HoodOuter1.jpg[/attach]

Please crit, thanks.

Attachments

HoodOuter1.jpg

Common people… won’t kill you to leave a message…

HoodAndNeck4.jpg

looks awesome, just make sure the plastic looks goes away before you render again.

The texturing is looking very good!!.. :slight_smile: