ZBrushCentral

The Learcher

Hey guys here is the latest model Im working on I started a couple of days ago. The Concept Comes from JP Targete http://www.Targeteart.com he was gracious enough to give me permission to use his concept.

Ive still got alot of work let to do but id like to get your comments on him sor far. :smiley:

Im still waiting on feedback from JP on the Helmet Im not a hundred percent sure Im reading the image right.

[Learcher.jpg]TheLearcher.JPG

Attachments

learcher1.jpg

learcher2.jpg

… Sumo :cool:

Frenchy Pilou: Haha yeah he does look like a sumo wrestler.

here is an update nothing special still just pluggin away at it let me know what you all think.

Zbrush Renders
[learcher6.jpg]learcher5.jpg

Hi Evan, i don’t know if you know this workflow so here it is…

instead of repositioning the spikes in maya it is easier to just group them in maya, select them and the body mesh, export .obj, and import that into zbrush, that way you can show/hide/mask as nessesary and if they are masked when you subdivide they are unaffected.
the lower pic illustrates 1.import 2.hide/show polygroups 3.mask 4.show all 5. zdoodle away 6. show hide 7. another view

(just a tip that give you more power when sculpting with two different components that you want to keep seperate, in this case maybe i wanted to sculpt the head but have the eyelids meet perfectly with the eyeballs when i send it back to maya. cheers.

[![group.jpg|640x480](upload://aZpaGLd2nqtyauQpICS5Oly7oRI.jpeg)]![explanation.jpg|640x480](upload://bUL62PFpAr9DXXJgTxGPhNrMTjF.jpeg)

Looking very cool and powerful. :+1:

Logik: thanks man, and no I had not seen that workflow before. However I made a few Drastic Alterations to certain parts that I would have had to adjust later on in maya anyways. But Im gonna keep this in mind for later it looks very powerful.

Moochie: thanks man, My friend who works at blur and I are already thinking up Ideas for some animations.

Ill post some more updates later tonight.

First Detail pass, Ill probably do 2 more passes of detail. I messed up on the poly count so im not gonna be able to reach the 2million mark the highest I can go is 1.6 million because of the way he subdivided DOH!!!

[Learcher7.jpg]Learcher8.jpg

The feet and fingers need some more work before a second pass is needed. You can always paint over the displacement map you create from the model to create a bump map in photoshop for tiny details. Not quite as nice as working in zbrush but it gets the job done.

ya remember not to jump the gun on details until you are 100% satisfied with your forms through the levels of subdivision.

lookin sweet! :+1:

thanks guys Im still working on the bumpmap I was playing with some color today. Hopefully the feet look a little better now im still not completely happy with his thumb but I think it will look better after i get him rigged and posed.
Any ways heres where im at so far with him.

[Learcher10.jpg]

I made a real fast turntable a couple of days ago its only 30frames so you’ll have to scrub the quicktime. I was tryin got post this earlier but my internet keeps going down for some reason.

http://www.gaugh3d.com/Learchturn.mov