ZBrushCentral

Alien Strogg

I’ll be adding some wires in and out of his skin, I’m just not too sure where those should be placed. I’ve got a couple ideas now, so I’m gonna try some of them, including some plain old shoulder armor on his left arm that might be bolted into the flesh, and connect to the other side of the armor on his right.

More wires and pipes in his midsection is deifinitely a good idea, I’ll do that one for sure. I wanna get super ambitious with this guys cables and wires and things, but that’s gonna kill my chances of getting a decent low-poly model done. I’m currently starting on the Right shoulder in ZB to try and make it fit better around the mechanical bits.

Updates soon (I hope).

Wow, go away for the weekend, and my thread slips into obscurity… :smiley:

Well it shall stay that way no longer!! For I bring updates!

I decided to give him some mechanical legs, and pelvis. I haven’t started the pelvis yet, and so far the legs are at the blocking out stage still. But I like the hip joint right now, and things seem to be going a little smoother.

More updates to come!

Nice work man.

Thanks, odhinn.

Here’s another update. The legs still need some detailing, but they’re almost done. I think they really round out the mechanical stuff, and give him a nice base to be able to carry all that stuff around.

I’ll keep working on it, and post more updates as I can. Thanks for looking :smiley:

:+1:

:smiley: :lol:

Very good modelling as usual Replica, but only one crit, the armor made in zbruh needs sharpen edges, now it´s too soft.

Greets

Thanks, ilusiondigital, nice to hear from you again. :smiley:

But, I didn’t do any armor in ZBrush, it was all done in Max. So what specifically is too soft? I’m guessing you mean the thigh armor? That does need work, and I’ll get to that soon. most of my time today was spent on getting things in the right places, and making sure they look right.

very nice doom3 style monster !!
keep it up :sunglasses: :+1:

This is good. The muscles are bit over the top but I guess that’s your style. But I’m not sure what is the point of those ridges on his arms.

The lower half of his legs are definitely too short (I know they’re robotic, but if you ever tie that model up to a walk cycle it will have a VERY strange looking walk)

All in all, it’s looking good. The “trousers” (upper legs) are great.

Thanks for the comments!

Drummer, Thanks! It’s always nice to hear from you. you’re work is quite inspirational, so all your compliments are doubly cool :smiley:

micke, Thanks for posting, nice to hear from someone new. Yeah, the muscles on my models are ALWAYS over the top. :smiley: The ridges on his arms are just a design element, meant to spice up the anatomy a bit. I’ll make those legs a bit longer, and see what they look like. However, the way Ihave them now is about the same as the Hellknight in Doom3 at that thing doesn’t have a weird walkcycle. :wink:

Had a pretty busy day that didn’t involve 3d, so that means not as many updates as I would have liked. However, I will continue working on this guy till he’s done. Thanks again for the comments, and suggestions.

I guess the real BIG question is…what the heck are you gonna do with it when you’re done?

Are you going to animate it or create some kind of nasy, blood curdling, yet interesting scene?

Looking better each time I take a gander at it. Good job.

Oops, I think I know what you’re going to do with it. Just been to your website. Very cool.

-WOODY- Thanks for that. Yeah, I guess you figured out I’m gonna make a low-poly version, and use this one to make a normal map. If everything goes according to plan (HA!) I’ll be able to put this guy in a new demo-reel. :smiley:

Alright, micke, I’ve lengthened the middle part of the lower leg to see what it looks like. I didn’t make much longer than it was originally, just enough to be about as long as the lowest part of the leg. I think he looks more off balance now.

Let me know if you think this is any better looking, or would look better animated.

Hi ReplicA,

I personally think that last render looks a lot better. I might have been wrong about the walk cycle anyway, I guess if the lower leg swings up or something as he walks…

Do you plan to animate it? It would be cool to see the results.

The model’s looking really great.

mick

Thanks, Micke. I don’t know if I’ll animate it or not, I’m not very good at animating.

I’ve started the low-poly version of him, and it’s going about as well as I had hoped. I got the head pretty much done, it needs some clean up still, but the shape is there. I’m about to get started on the torso, so I guess I’ll see what happens with that. I’m also going to be adding some superficial details to the ZB model soon, so I’ll post some renders of that when I get them done.

Still lots of work to do, but it shouldn’t take too long. :smiley: More updates soon.

Well, my idea for the low-poly modeling aspect isn’t really working out. At least not on a model with this many assets. I’m at a little over 11k poly’s…

Hopefully, my idea for making these normal maps with models that are too dense to bring into Max, won’t fail. If it does, I guess I’ll just have to live with it. Oh well, It sounded good at the time. :smiley:

Ok, I got the low-poly down to 6000 poly’s. My questions to you guys is, how low poly is low-poly? I know 6000 is still pushing it, but it can be done. I mean would that be pushing it too much in, say, UE3? I know I should already know this stuff, the engine specs nowadays very so much it can get confusing.

At any rate, I’ll be doing my low-poly stuff a different way from now on. That experiment just blew up in my face… :o :rolleyes:

i think doom 3 models were targeted at around 5000 max. done just like you’re trying to do. i imagine ue3 is around the same target.

>>That experiment just blew up in my face…
no way! the model’s still cool!

Thanks Pete, but it does get a little annoying when you have an idea that seems so great, then doesn’t pan out…

I’ve worked worth the Doom3 specs before, and with that engine, 2500 poly’s was pushing it for regular characters, boss’s and things were around 5000, you’re right about that. I know that UE3 has a higher poly limit than that, but I guess my real question was, if you’re going to put low-poly models in a demo reel, how low-poly should you make them?

To make this whole low-poly thing a clearer, here’s a shot of my model as it sits now. I guess since I’m still pretty new to lowpoly work, it’s kinda confusing trying to figure out what can and can’t be omitted in the model.