ZBrushCentral

Alexander First Sketchbook

WIP stills from where I ended up before the weekend. Got the lower deck partially squared away, at least blocked in as far as where things will go – still have a lot to do down there. The upper deck is awaiting textures and details, but the ship is mostly ready for the alpha.

As always, crits and comments greatly appreciated. It’s been brought to my attention that I should acknowledge everyone who’s commented, so to all of you, thanks, you’ve helped this ship come up from utter sht to regular sht, and I appreciate it.

Also, per Aaran Lewis, these images will just be thumbnails, so thanks Aaran. But here’s an Imgur Album for ease of use: http://imgur.com/a/XGqqs

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New WIP shots. The lion is a zbrush sketch for a set of two face statues that afix to the rear walls of the ship and hold the ship flags. Lion head took about 4 hours. Only my second animal and I wanted it to be stylized, so took awhile to get the flow of the modeling down. Had fun though, still not completed. Also, I recognize that he doesn’t have typical lion teeth, this was intentionally exaggerated, although if you have suggestions about it feel free to chime in.

Crits and Comments appreciated, crits especially. Workflow suggestions or tricks for large complicated pieces doubly so.

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Lion Head Ornament Update.

Tried to flatten and even out the head where the hair would be closer. Gave it a more edged look, but I’m not sure if it’s working. I want the final model to look like convincing metal. Any suggestions or crits much appreciated.

Thanks.

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Lion update.

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Zombie Riot Officer. Concept isn’t mine, but the proportions are purposefully stylized. Arm image is the first image I have of the high-res pass. Crits and comments appreciated.

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Update.

First image is in zbrush, second image is the low-poly in marmoset.
Currently I’m getting the low-poly all baked down. I have the gloves, pants, boots and body armor baked, everything else is just the low-poly without normal maps.

Ignore the textures, they’re nothing but base color and ugly ambient occ.

This character is next-gen, 10,000 polys with two 1024 texture, normal and spec maps.
I’m aiming for somewhere between realistic and cartoony. It’s a fine line, but I think I’l be able to swing it.
The midget-esque proportions turned out well, and I knew that was going to be the hard part going it.

Crits and comments appreciated

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I like it. Simple but still some of its own style.
But 10k isn´t next gen. I mean, how many polies will we see in the next gen?
10k is more like current gen and even now you see way more polies on characters ; )

Thanks for the response Christian. I suppose I should re-evaluate what I call ‘next-gen’, so I’ll say current-gen, which seems more accurate. At any rate, 10K+2X1024 maps is what I’m aiming for. So far it doesn’t seem like a hard target to hit, but we’ll see.

Thanks again.

Too many hours at work, can’t get time to work on this guy. Keeping the colors simple, baked occlusion and blocked diffuse. The kneepads, shirt and goggles are the only things left for unwrap and bake.

Would love some criticism. Especially on the colors, I can’t decide what the scheme should be.

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Another color choice, suggested by someone else.

Anyone with input to give feel free to comment. I want the pads to be a color - something other than black, and I don’t feel as though blue works.

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Thanks to everyone for their input thus far. Here is the second pass on the textures, still just trying to get all the bases in place. It’s been a good project to get some experience with NDO2 as well.

If anyone has any input about how close I should toe the line between realistic textures and cartoony, let me know. I kind of like the faded shades I’m using now.

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