ZBrushCentral

Velociraptor WIP

Pushing the wrinkles and finer bony landmarks/muscles/tendons now!

Attachments

Raptor_female.jpg

rap1.jpg

rap11.jpg

raptor3.jpg

ZBrush Document.jpg

ZBrush Document.jpg

2.jpg

Cool Raptor. Look like you aiming for the raptor version in Jurassic park. I think the ref is a good start but the head is a bit different in the movie. But yah maybe you sharing only that ref for the blocking and you have ton of additional refs in yoru pocket.

Keep the pressure

Thank you! Yes have more refs. I always make my sculpts to this stage of detail and afraid to go further. I am going to worry a little less about anatomy this time and just push myself to actually make a detailed, textured, finished and presented sculpt.

Probably saw every zbrush tutorial there is over the past year, but I was afraid to push to make finished products myself.

i need a higher subdiv ro have enough polygons to flesh out the small fingers and toes, but i will also need to dynamesh while doing them. But dynameshing will ruin the details of the rest of the body, unless i set the resolution to very high, which will take a long time to complete.

…so is there a smarter method? also…doing talons is hard


Stuff to fix:
Skin on neck is way too droopy and loose.
Raptor looks emaciated and too skinny.
Calves look too small and wimpy.

Trying to get the belly wrinkles with CBuildup and DamStand brush, but it is looking really gnarly…does anyone have some tips?

1.jpg
reference

Hey guys I wanted to repose the arm, but it seemed easier to delete the formarm and append a new one. Is this the most effective way to go about this?

5.jpg

delete old arm
append new arm
clone entire tool > merge arm and body into one subtool
dynamesh to fuse the geometry
zremesh again to even out topology
divide and reproject details from old mesh

Attachments

44.jpg

Another method you can use to join a new arm to the old body is to use the Curve Bridge brush to join the two.

Documentation reference here.

Just noticed that the example they provide is about making holes, but you can still use it to join other pieces together. I think there was even an #AskZBrush video about it.

Also, you can use an Insert Mesh brush to add the arm:

  1. Make your new arm, then create an Insert Brush from it (make sure the new arm is facing you and the end that joins the body is facing away when you make it)
  2. Delete the old one, Close Holes
  3. Using your new Insert brush, draw it out on the new polygroup made by the closed arm hole.

The ZClassroom videos describe this process.

Good luck!

Curve bridge was extremely useful.

Here is the end result. I wish to give it a better lighting and render later.
ZBrush Document.jpg

Attachments

ZBrush Document1.jpg