ZBrushCentral

Alien Strogg

My models anatomy is never realistic. I like the stylized-realism, rather than photo-realism. Also, I wanted to change some of the anatomy, just because he’s alien. :wink:

I’m glad you like the model, and the render. I’m kinda surprised it’s looking as good as it does, because this version of the model is at about half the division levels of the one I’m working on in ZB, so there’s a good amount of detail loss.

I’m getting farther along on the “backpack” thing, and the shoulder connection mechanics. I’m also trying to figure out how to get some cables and things in the stomach cavity.

Well, the point is, the modling is truckin’ along, even though it doesn’t really lookit like it yet. :smiley:

:)Looking nice so far…

Did u start the Model in 3dsmax - i am interested in that part
of ya wflow - cause i just started modeling in max. pls show
some wires!

z21

Yup. I started the model in Max. I normally start out in Max, cause I like the control I have over all the parts of the model a lttle better. I’m breaking away from my normal workflow with this model, however, so I can try an experiment. I have a script that allows me to place verts across the surface of another model, which will allow me to control the edgeflow. So, I broke up the model in ZB as groups, because there’s no way I’ll be able to get a 4.5 mil poly object into Max for the normal mapping procedure. I plan on importing the different groups one at a time, using that script to make the low-poly object over the high res object, delete the high res, import the next object, make the low-poly over that, and so on, until I have a low-poly version that looks the way I want it to. After that, I can do the uv’s, and bring the model back in to Max piece by piece for the normal map.

I know that sounds more complicated than it needs to be, but I really want to try and get some low-poly models that look better than the ones I’ve made before. I’ll let you know how it goes. :wink:

Another update. I scaled down the gun arm a bit, changed the shoulder armor, put some tubes in the stomach for place holding purposes, and added various mechanical elements to him. I know I need to change the fleshy bits around the shoulder to better accomodate the mech bits, and I’ll do that soon.

I wll also be adding more mechanical stuff all over, and some costume elements when I can.

Thanks for looking. :wink:

hey Rep, can I see the low poly mesh you started with?. I just want to get a general idea of that topology.

Sure, just don’t be too disappointed when it doesn’t look exciting. :smiley:

[EDIT] Here you go, like I said, nothing special. When I finish the low-poly game model, it will look VERY different. Hope this is what you were looking for.

yup, exactly what I was looking to see. thanks mate. :smiley:

Not a problem. Like I said, though, I’m gonna go back and make a better looking low-poly version on top of the high-res one later. The low-poly I started with isn’t very efficient (obviously) for an ingame model.

Anyway, after looking at the shoulder again, and after much annoyince, I decided to change it again. Parts would collide, and become a mess if I tried to move that arm, and I really don’t like that on something like this. A little bit of it doesn’t bother me, but it was too much to ignore. So here’s the new shoulder so far. I do plan on working on it some more, and making it a little better looking, but for now, this is what I have. Enjoy.

been watching… it’s coming along nicely - keep it going!

Thanks, Pete, for the kind words, and for stopping by. :wink:

No more updates till tomorrow, though. I’ll keep working on it tonight, but I doubt anything of update worthiness will come from it.

hey keep it going didn’t mean post another now! (or even tomorrow)

just keep it going… :+1:

The updates are :cool:

Waiting for more “mech” parts in him:D

I gotcha, Pete, I just feel this need to update when I reply to WIP threads I start. Call it a personality flaw, but it’s just the way it is. :smiley:

Anyway, here’s an update. I did some slight anatomical detailing, but since this is the lower poly version for Max, they’re only hinted at. I’ll be starting the skin detailing soon (I hope). I also changed his lower legs, I had the calf in the wrong place, and the third knee bent the wrong way. :stuck_out_tongue: So of course, that needed to be changed.

Anyone have any suggestions for new mech stuff on him? I’m all ears, just bear in mind, I might not use your suggestion.

Most definately an eye piece of some kind. I’ve always fancied the “Borg” on Start Trek where they have those lense thingy’s embeded in one eye for whatever reason.
I guess nowdays it would be consided a little cliche since that kind of thing is done a lot, but I still like them.

Cy-Borgish images I found on google to maybe get yer juices flowing a bit more…

http://gaming.trekpulse.com/eliteforce2/conceptart/borg.jpg

and this one is ultra kewl…and that click for kewl costumes page is really ultra kewlies…

http://www.bluepencilpro.com/airbrushing/gallery%20page/costumes/costume-borg.html

Just some reference pics…hope you like or they help…

Your model is looking better and better with every update…a pleasure to view…

Ron

Attachments

Man-At-Arms.jpg

Borg_3.jpg

-WOODY- Thanks for the suggestion. I was thinking about an eye reticle too, but I’m not sure about it yet. I’ll give it a shot, and see how it looks.

Ron Harris, thanks for the comments and suggestion. I’m he-man fan, so I thought that Man-at-Arms was pretty cool. I’ll see what I can do something with those pics.

Well, no updates for now, I’m feeling pretty lousy, I think I might be getting sick… :rolleyes: Thanks again for the suggestions and comments, and I’ll be getting back to this thing as soon as I can (which better be tomorrow, or I’m gonna get angry :mad: )

Oh, and keep those suggestions coming!

Nice update:+1: …and about more 'mech",well,I agree about the eye-peice[I loved the scouters in DBZ:D ]…and some mech parts on his lowerparts of the body might be good[i cant think of anythnig right now…but the lower body seems too organic]

Take your time with the updates:D Its the quality that mattes…not how many updates that you’ve posted;)

pssst…i gave this thread a 5 star rating

Hey, thanks for the 2 sets of 5 stars. I appreciate that. :wink:

I’m not feeling as bad today as I was last night, so expect an update or two today.

Sriram, yeah, you’re right about the lower half of his body looking too organic, especially for a Strogg. :smiley: I’ll see what I can cook up.

Ok, I’ve tried giving him an eyepiece, but it didn’t look good. I also tried giving him some mechanical feet, but then he started to look too much like the Cyber Demon from Doom3… I’m gonna give the mechanical feet a little more time before I decide on scrapping that idea, though.

So now I have a bit of a design dilemma, should I, or should I not put more mech stuff on him? And if I should (which I think is the case), where do I put those bits? I’m tellin’ ya, I’m drawing up the entire character next time, not just the head and a couple of small ideas… :stuck_out_tongue:

if not a recticle what about some sort of targeting device coming off the side of his head or shoulder? maybe the thigh/knee area opposite the mech arm could use some mech stuff?

edit: maybe more wires/pipes in his mid section too?