ZBrushCentral

Carl's sketchbook

Thank you very much elSEEDY and Diablo!

RenatoAruffo: Thank you. I’t helps to look back sometimes. Especially when things are not going your way. Assures you that the hard work you put in eventually pays of.

Kaisasose: Thanks man. I see what you mean and i will keep it in mind next time around.

Awesome job! Some minor issues, if I may:
In the future, or if you plan on taking this guy further, I would suggest working on the textile density, all the UV space seems to be in the head, which don’t get me wrong is warranted in almost every circumstance, and its taking a lot of the map detail out of the rest of the body. For this kind of creature, I think the textile density should be relatively even the whole way through, with some priority put into the head. Also, I’m seeing some sort of texture seam/Y channel inversion in the left-most horn; I’m not quite sure what it is, but I’ve seen many pics floating around the internet that may suggest its something to do with the Y channel in the normal map? If anyone else has a better/correct answer, or can word it better please do so. More or less these are just things that I wish I had been told the first time I made a low-poly game model, and seeing as how this is your first I’d say you did a damn fine job. Your work is awesoooome!

Oh, and by left-most horn I was referring to the first image posted, crappy internet didn’t load the second image before I hit the reply button

Hey man, thanks for the message! Really cool concept, I really dig the massiveness of it and how you did the face :slight_smile: Keep it up

Thank you very much for the tips haz3y!

You are right when it comes to the polygonal density being mostly in the head area. I choose to do that becauce i wanted to catch the detail on his scales. And when i started to do the rest of the body i noticed the polycount started to become a bit high so i tried to keep it at a minimum for the rest of the model. (It ended up at around 20k tris) The reason it turned out this way is i think largely due to the fact that i was being inefficient and my inexperience with the whole retopology process. (took me ages to finish). I also noticed the artifact on the left horn thingy. Could not figure out how to fix it but i’ll research what you said about the Y channel in the normal map. I suspect it may also have something to do with the UVs being a bit off in that area.

I’ll keep your advice in mind in the future and thanks again for taking the time to critique!

Inkognit: Thank you! glad you like it.

Great job!! Can’t wait to see more!!:D:+1:

Hi, been a while since my last post but here is what i’ve been working on lately.

The purpose of this was to practice Retopology, UV mapping more complex hard surface shapes, Texturing in photoshop and rendering in marmoset.
I quickly came to realize the importance of clean topology when uv mapping and texturing. Had a hard time getting my head around the process at first but after a lot of cursing and hair pulling i finally achieved a decent result.
I’m including a wireframe shot of the headset in hopes of some critique on the topology. I know i could optimize it a lot more but i just want to know if i’m on the right track or not.

I plan on making a full body sculpt of a scifi soldier/pilot in the same style as the headset so this is kind of a wip.

Comments and critique are as always very much appreciated.

Thanks for watching.
scifi_portrait.jpg

Hey carl, how you doin’ buddy?it’s been a while since your last work.this new model looks pretty neat.I think you did a great job for the topology as well but maybe you can decrease the polygons a bit unless you wanna make a cinematic character.especially the wires.they have too many polys.don’t underestimate the power of normal map.it can take care of details.and for the uv mapping I prefer using MAX because it’s a really fast way to do.especially with the Pelt tool.anyway glad to see you again.Keep up the great works & keep’em coming.Good luck.;);):wink:

Thanks Diablo! i’m doing well and i’m glad you like it.

I’m totally with you on your remarks on the topology. It could definitely use a bit of clean up on certain parts and i’ll probably go back and redo a lot of it later. but for UV mapping practice i was not to concerned with polycount and more focused on trying out different techniques for unwrapping. I’m using MAX to and it’s very handy once you get the hang of it.

Thank you for taking the time to critique. I’ts really valuable when trying to learn this stuff on my own.

At first, i though it was that machine from Ghostbusters, apparently, it’s a microphone

Anywaay, very cool work you did there ! :smiley:

Haha, thanks man :slight_smile:

Havent posted anything in ages but here’s some new stuff.

Realtime practise and the first out of five pieces i plan on using for my school applications this year.

And a dragon bust WIP.

hey carl, glad to see your works again.it’s nice to see that cool armor in game-res.and great details on the dragon head.keep it up.keep’em coming.;):wink:

The dragon bust’s really nice… Love how his face’s not so elongated.

Thanks guys. Glad you like it :slight_smile:

School application work 2

Realtime creature practice. Trying to get accepted by 3D art/game developement schools this year.
Second out of five projects i’ll be sending out.

School application work 2

that is certainly an awesome work you did there ! :o

now i’m curious how it would look like the rear part because i noticed something on the normal map part ! XD

any plan to share a turntable of this creature ? or maybe with sketchfab ? :o

Great work as always.