ZBrushCentral

The Desert Guard

[attach=81522]TheDesertGuardL.jpg[/attach]
First Portfolio Submission. A Sci-fi scene set in the Orion System on a mining planet where the Desert Guard protect the perimeter of Titan City against Pirates and other unknown threats. Will submit more work in progress shots later. Started with the Guard’s suit. Then did the sword and rifle. Those were done in Zbrush. Then the hover ships. Reference used: Prototype Facility by Lorenz Ruwwe, UT3 Shock Rifle concept. Rendered in Maya Mental Ray and comped and colour corrected in PS.

Attachments

TheDesertGuardL.jpg

Here is the shock rifle WIP. Built low poly in Maya and exported all the section into ZBrush as subtools. Not much scuplting, more masking and inflating as well as alpha brushes. First time doing mechanical in Zbrush, just learning the techniques. Obviously build from the concept of UT3 Shock Rifle. Wanted to practice building something from a professional concept :smiley: for a change.

[attach=81524]DesertGuardAA.jpg[/attach]
[attach=81525]DesertGuardFB.jpg[/attach]
[attach=81526]DesertGuardAAText.jpg[/attach]

Modeled the low poly and Uv in Maya then exported to Zbrush. Used masking and inflating as well as alpha brushes for the various pistons and grids. Rendered with displacement. Normal rendered looks almost the same. Rigged in maya then posed for still.

Attachments

DesertGuardAA.jpg

DesertGuardFB.jpg

DesertGuardAAText.jpg

i like the guns,good work.:slight_smile: :+1:

hey man… I love what u did with yer weapons… u gota show me how u transfered it into maya :slight_smile: (I’m serious by the way)

To get the rifle into maya and looking good. After I sculpted the rifle, I did the uv’s and imported them into each subtool. Using Zbush 3.1 because it has Z mapper for the normal mapping. Go to the lowest subdivision and then hit the Zmapper button. At the bottom there is a “open configuration” button. Click it and a window will pop up with all the presets. Look for the “Maya_TangentSpaceNode_BestQuality” one and open it. In the “normal map and cavity” pump up the sample and subdivide sliders to half way. Then click the create normal map button to generate the normal map. Once you’ve exported the map to a bmp (mental ray doesn’t like psd) In maya, in your shader, you add the normal map the same way you add a bump map. Click on the bump map, assign the file and in the bump map node where you change the depth of your bump, below it is the “use as” box which default says “Bump” change it to “Tangent Space”. Use mental ray as software doesn’t render normals right, or at least not for me.

the rifle looks very cool :+1:

the gun is really cool…
looks just like the unreal one…
good fan art:D

Yes! I really like the rifle…!!! And also the Character :+1: :sunglasses: :+1:

:grimacing: :+1: :+1: very nice work. Did you do the weapons in ZB? How? I`m amazing…

Hey marcomaxbonaria, i really loved ur work about sol-bad guy
as i cannot use zbrusg yet, maybe u can acheive my dream, and make any thing about Jam, Bridget, Potemkin, Millia Rage, or Dizzy. Maybe even all in on work as a team :slight_smile:
I know that’s too much, but i hope u do it.
Thankx in advance. vbmenu_register(“postmenu_424553”, true);