ZBrushCentral

Alexander First Sketchbook

Made this for reddit.com to practice high-detail texturing and rendering inside zbrush.

And did the same here, trying out my hand at clothing. A concept artist is working up the design for the female pirate, and hopefully I’ll be able to get started on that soon.

Basically just concentrated on a tight shirt, trying to make the fabric look thin and snug by using fewer, smaller wrinkles. Everything else is just stand in stuff to make sure I had an outfit down. She’s getting a massive christmas sweater to go with this, and either boots or flats. I chose to do a hipster because I haven’t seen that many done yet, and I was watching ‘how to make it in america’ – which this girl is styled off of the clothes they wear in that show. clothes.jpg

Attachments

OVERALL.jpg

face.jpg

Coat done in about 2 hours. Still blocking it in. I’m not very fast, but I don’t have to be with this personal project stuff. I tried a large sweater first, but didn’t like the look of it. Perhaps I’ll revisit it later.

Wish I had more time to work on this stuff. This is an early maya screenshot of the low-poly clothing with normal maps applied, and a cheep, dirty and quick spec map on the jacket. It’s hard to get any critiques on a site this big, with so many great artists, but I would really appreciate criticism, negative feedback doubly so.

really like the reddit add very well done, base mesh ZB ? and the girl coming along also :+1: :+1:

doing great slowpid!

Here’s where I’m at with the retopo for the low-poly. After baking out normal maps for the head, I realized that there were things I could do to make the face stronger, so I re-sculpted to pull out stronger edges, and then re-topoed again. Much happier with how it turned out. Also the topology is stronger, especially around the mouth and eyes.

Here is the low-poly head, rendered in Marmoset. I’m very happy with how it turned out. Now I need to find a good method of doing specular for it, anyone know a good workflow for this?

Un-compressed: http://i.imgur.com/tpZk6.jpg
As usual, crits and comments greatly appreciated.

great skills :smiley: :+1: :+1:

Here is a WIP from a game I am helping on. It’s a airship pirate thing. This is the imperial class ship, so a lot of unrealistic heavy materials, rock, marble, metal, thick wood etc. Shot from the low poly and then a couple of high-res shots from making up the normal maps in zbrush.

1.jpgZBrush Documen23t.jpgZBrush Document3.jpgZBrush Document1.jpg

Not sure if there’s anyone here anymore.

Progress updates
Currently I’m detailing the interior, fleshing it out with textures, normal maps, props and socked-in spaces. Here’s where I’m at so far:

(Here’s an album of additional images, didn’t want to cram them all here: http://imgur.com/a/kt6Gk)

Crits and comments appreciated.




Ship interior update:






looks great! really. Don’t worry about comments. I’m starting to get that myself. Found myself posting images everyday (lack luster at that) just to remind people I was here. My part in the beta helped me remedy that somewhat. Just keep doing what you do, it looks fantastic

Here is some more stuff.

We worked out that for the alpha, the ships would be destructible. This means that when an enemy cannon-ball strikes your ship, the hull of the ship will break. The ship needed to be redesigned to incorporate cross-beams, so that when the hull is breached the cross beams will show through. So the whole ship was redesigned and remodeled, it took me the better part of the week.

The good news is that the rest of the ship stays intact, which is everything in the captains deck, as well as the entire lower floor. I’m very happy with how the ship and the top deck turned out, and I’m looking forward to texturing it.

The polycount I was given for the ship is 75,000. I am at 32,000 with the ship as it appears here, including the statues you will see and a couple of test players to measure size. That gives me a budget of about 40,000 to do the rest of the ship, including props and interior, which should be do-able.

I know that the statues are a bit grotesque. This is the Imperial ship, which is supposed to be classic antagonist evil, hence the slaves holding the beams and being strangled if they drop them.

Album, per usual: http://imgur.com/a/zZAL7

And a selection of images, sorry for the number.




7.jpg

4.jpg
3.jpg
2.jpg

Progress update. I struggled through the texturing of the ribs and ship, since I couldn’t use tile-able textures, and because I needed to save on texture size – but now the ships walls are ready to be destroyed by enemy cannon fire.

Cannon models were inherited by me from the last pixel-pusher, they need work. You might notice in some shots that the base texture is wrong, which I only just noticed. They are probably supposed to be two pieces and I just didn’t get one of the texture sets.

Anyways, the core of the ship is built and ready for detailing, so hopefully now comes the fun stuff. Gonna have to switch out of Marmoset and get it into Torque soon, but MT has been great for pre-flighting things.







This is very interesting to see developing, but I have to make one huge suggestion… dont load such huge images into the forum, as it makes it so hard to conceive what you are showing, and its much more impressive to look at the images via the link you have attached where you can see them at a more manageable size.

cool stuff here if you want more critique - comments acknowledge - thank the people who do as i commented on this thread in the past, no responce = no comments ???

Yeah !! cool man!! How did u make the pose, after done my modeling _ I used Zsphere Rigging, but it didn’t work that well

you made the pose before you actually sculpting it?

If you mean the statues, I used transpose to pose the basemesh into what I wanted, and then sculpted the high-poly from the posed basemesh.

@Gary - I get what you’re saying. I guess I just figured most people replied when someone popped in to lend a fresh pair of eyes, point something out, give a meaningful critique or piece of advice. I didn’t reply to you because all you said was “looking good”, which is
nice of you, don’t get me wrong, but less than helpful. Not that you needed to be helpful, you don’t owe me anything and I certainly appreciate you stopping by to look at stuff, I just didn’t realize it was considered common manners around here to acknowledge every comment.