ZBrushCentral

Udon Street Fighter Contest.

Hey all, Udon is having a street fighter illustration contest and the dead line is March 30th. I found this out last two days ago and i really want to get a 3d character in by then. My character i want to do is Dhalsim. It would be pretty fun to get the form of his boney physique and plus i could use a strechty limb rig to pose him. Its going to e fun. I will post what i have so far and the progress. If you all could please critique and give me some feed back on suggestions, that would be cool. here is the link to the contest if any of you all want to enter also.

http://udoncrew.deviantart.com/

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I love the base model just for the construction, but it doesn’t really seem like Dhalsim to me. It looks too muscular and less emaciated. Of course, the form tends to shrink when smoothed, but that’s just my first impression.

The base topology seems a little clumped in areas. Try spreading it out so that its roughly evenly spaced.

I’ve seen recent renditions of Dhalsim that have chest cavities of about those dimensions. Thanks for alerting me about this contest by the way.

Yea i do need to have more of a “dhalsim” form at this stage, thanks Twitchmonkey. I wil go through and thin some areas. Especially the tummy. While doing that i will give faces some more breathing space, thanks explodingseashells. But i really want to give him that muscular feel.
Your welcome Gumpshmee, i see what you got planned out for this contest, and thanks for backing up the form of my models chest lol.

Looks like you’re using the freedom of teach method…looks decent so far…

I don’t mean to take this topic off itself, but may I ask if owning Maya is a necessity for this Freedom of Teach program I’m hearing so much about? I only have 3ds Max, but it looks so in-depth that I’d like to look into it if possible.

I have silo and I’ve completed the whole thing (except the last chapter) and I pretty much did exactly everything he did in the dvd…it turned out good…(i’m pleased with it but not for sure if I should post it on the other forums pertaining to modeling but)

Yeah get it, its great, it help me out so much…

Im finally done with it. But yea i went through the whole freedom of teach tutorial to model out this mesh. he is pretty heavy but i can work with it. now im ready to take him into Zbrush, but befor i do that im going to work on making the rope around his waist better than what is there now. I have three more weeks left to turn it in, i really need to beast through this lol. tell me what you think.

Front_NoWireFrame_Dhalsim.jpg

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Front_WireFrame_Dhalsim_NOPANTS.jpg

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Side_Close__NoWireFrame_Dhalsim.jpg

The legs are a bit too bulky, and there isn’t much resemblance in the face, but I suppose that can be arranged in Zbrush.

Looks to me like the preparation you’ve done will make the zbrushing phase fly by.

Thanks for pointing out the legs twitchmonkey, im got so excited about the modle that i oversaw the form. Also the face will get worked on in Zbrush. I cant stand pulling points and gout back using the sclpt poly tool in maya when i have Zbrush to sculpt with. thanks Gumpshee.

But i have been so caught up in school work im kind of behind my own schedule for this Dhalsim project. i still have one animation to do for one of my classes than i will be able to go back and finish up Dhalsim non-stop. im going to have to pull some all nighters if i want to beast this thing out… sheesh.

Check out my site if your intsrested to see some of my work i will soon post up the animations i have been working while trying to finish Dhalsim, a critique would be greatly appreciated. ( the animations will be linked from youtube :frowning: sorry im not skilled yet in web design to load up quick times to my site.)

Thanks.

www.freewebs.com/davidramirezz

ok im doing some test renders and i cant seem to get Anything that was imported from Zbrush to render. Any suggestions pleaseTest3_Dhalsim.jpg

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Unfortunately I cannot help you with your problem, but your model looks good. The resemblance is strong.

Ok thats cool. thanks for the compliment. my friend says i need to squash his head some more so im going to go back and do that. im also thinking his torso is looking short but maybe my eyes are playing tricks on me…

Well, the concept art you provided has his head somewhat squashed, but that seems like a feature somewhat unique to that depiction and not necessary to get the right look. I don’t see any problems with the torso. In the picture it is elongated due to the pose, but I think it looks fine for the position he’s in.

I like the concept art. I think, perhaps a teensy tiny bit that your fella ended up too bulky. You were so close to having done something interesting… :wink:

But hey, it’s your stuff…

if your using maya for me anyway! when you export an obj out of zb and bring into maya
under your surface shape /render stats. you have to check visible in reflections and refractions. for some reason zb seems to turn them off! took us months to figure that one out at work lol. give a shout out to my boy max he figured it out!

I went ahaed and squashed his head anyways lol… but Jason Belec is right on how bulky the character is. im going to need to change that also. i just want him to look buff and skinny at the same time. but those illustrations are not my cocepts they belong to the wonderful folks at Capcom.

Thanks monkeymuscle, i really need his reflections to show up on his rings.
hey by any chance are you refering to max umo from iadt.

So none of my submissions were picked for the contest, oh well got to move on.

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