ZBrushCentral

Commander--Process Thread

025_WeaponRefine006.jpg

Weapon pretty much done; all the simple stuff I kept as zmodeler subd preview meshes (creased what needed to be creased on a low poly mesh, and hit “d” to activate geometry > dynamic subdivisions and shift-d to toggle that off when needed); the complex stuff I ended up subdividing, dynameshing together, doing any detail work (slicing, dynamesh with group to make panels, alpha stamping, clipping, that sort of thing), then zplugin > decimation master to knock the subtool down to something reasonable. If for any reason I needed to go back in and detail it later, all I would have to do is re-dynamesh it with the settings it already has (decimation master won’t kill your dynamesh settings, you just have to ctl-drag in the document to re-dynamesh at any time and start working)

Some kind-of dated movies on detailing and slicing:

https://www.youtube.com/watch?v=b_amkUAopow&list=PLkzopwqcFevZ2zkL0O7svqvUr8nNKY0Q4

026_BodyRefine007.jpg

The final weapon ended up being pretty lightweight at the end of the day, about 40mb; I still keep a version mirrored down the x for retopology and baking reasons, but I went ahead and merged visible > appended the final gun into my body file so I could work on integrating the two files together properly. Because I was a bit pressed for time, it ended up being pretty light work–just a few cables and bolts to attach.

027_BodyRefine008.jpg

028_Boots.jpg

Skull boots! The pouch and boot creation ended up being (surprisingly?) more box-model-y than I would have thought-- it’s 99% low poly modeling, creasing and subdividing, then at the VERY end, doing some quick wrinkle work. I’m going to do a more thorough breakdown of the boots creation in a bit, but for the soles, here’s a good trick:

  1. I used zsphere topology to get the bottom of the foot shape,
  2. gave that topology some thickness (either under the skin thickness option under zsphere topology, or just append the adaptive skin and zmodel or extract out a skin thickness)
  3. then I used the topology brush to make all of the little “cubes” very quickly
  4. Separated them out into their own subtool, moved them around to get them to sit as nice and “flush” as possible
  5. creased and subdivided the sole and the cubes, dynameshed them together, did a little hpolish / smooth cleanup where needed
  6. zplugin > decimation master to get it down to a reasonable size
  7. then zremeshed the entire sole.

Now I have a nice, tight, low res sole that I can subdivide once for my high res. No masking, no transposing, no inflating. Just model, dynamesh, zremesh!

Attachments

025_WeaponRefine006.jpg

026_BodyRefine007.jpg

027_BodyRefine008.jpg

028_Boots.jpg

029_Glock_ammo.jpg

Lower body accessories have all the functionality I’ll need; I guess compared to his arm cannon he can use the glock that I stole from my GDC2015Female to pick his teeth or something. I was notified on my Artstation page that you could, indeed, load that pistol one handed if you were so inclined…should make for a nice awkward animation!

030_Backpack.jpg

Backpack bits all in there, strapped in and a few swivels to allow him to shift weight if he needs to. Forgot to mention, his pants and tactical “cloak” were done in marvelous designer

031_Head.jpg

Cloak off so you can see his backpack attachments

032_ArmAttachment.jpg

Where his robot arm plugs in!

Attachments

029_Glock_ammo.jpg

030_Backpack.jpg

031_Head.jpg

032_ArmAttachment.jpg

033_armattachementBack.jpg

All his harness and attachments off so you can see his metal attachment knob

034_Detail_face.jpg

Slight closeup on his face; I used Tony Reynold’s skin alpha brushes for the micro detail; took about 10 minutes of detail work once the secondary forms were in place

arealight_001.jpg

Keyshot render; I used area light geo instead of IBL this go-around; time lapse video here:

https://www.youtube.com/watch?v=HplOkEF-EfU

arealight_002.jpg

Attachments

033_armattachementBack.jpg

arealight_001.jpg

034_Detail_face.jpg

arealight_002.jpg

alright, heading to substancedays, when I get back I’ll have some process breakdowns. In the meantime, here’s some obligatory clay renders!

clay001.jpg

clay002.jpg

clay003.jpg

clay004.jpg

Attachments

clay001.jpg

clay002.jpg

clay003.jpg

clay004.jpg

clay005.jpg
clay006.jpg

clay007.jpg

ColorFrontBack.jpg

Attachments

clay005.jpg

clay006.jpg

clay007.jpg

ColorFrontBack.jpg

great, nice detail. hard surface, mask, cloth and body.

Great job as usual!!

great character Michael. Thank you for sharing so much.

Whew, thanks guys, got a little side tracked. Here’s a boot breakdown you might get a kick out of; getting the process image under 750k while still being readable cost me some pixels, but you can grab the full res from my art station page if it’s a little blurry for you:

https://www.artstation.com/artwork/Ogd3y

There’s also a video companion series to the process image; 18 vids, almost 2 hours long:

[youtubepl]PLkzopwqcFevaDy-U52txGwx9mxDXiFh8h[/youtubepl]

BootProcessZBC.jpg

untitled.353.jpg

Attachments

BootProcessZBC.jpg

untitled.353.jpg

All Hail Michael!
Seriously, you do such a great job not only when sculpting coll stuff, but also when it comes to teaching people. It is always a pleasure to watch your videos. They are both educative and entertaining so when you release something new I just grab a cup of tea and some cookies and have real fun which is equal to watching a good film.
So thanks a lot and keep rocking!

I couldn’t agree more with Vir !

Michael, your sculpts are always something to be admired. However, you are greatly gifted in the art of instruction. I would think that Pixo would hire you to produce DVD tutorials for all of their projects. (? maybe they do… or maybe you’ve moved on to other things)

Thank you once again for all of your time and effort. It will be a while before I can sit and view this new collection of videos, due to the weather being more than pleasantly beautiful outside !

Thanks again Michael

DougE

Thanks for the kind words guys! I enjoy doing the instructional videos, I really wish I had more time to do them; right now I kind of sneak them in at night and on weekends lol.

Here’s a sneak peek of my next set; it’s unlisted right now (I try and give my series a little breather in between); you guys might find something of interest in there:

[youtubepl]PLkzopwqcFevYpcinb91BKc22Kv3-g8pHL[/youtubepl]

I’ll update this thread as I continue to plink away at the “final” for this guy in the meantime!

Nice little tutorial on the boot. The rest of your work simply amazes me. Thanks for showing this cool stuff!

nice.good job.

Seeing it from start to finish is super awesome!

Thank you for sharing this.

The character design style you executed is so beloved, and that guy is hitting all the stars of what makes those type of characters cool.
Exemplary project :+1:small_orange_diamond:+1:

WOW amazing job, amount and quality of details are astonishing.
Many thanks for sharing your tutorials ! Keep it coming :slight_smile:

Good to see this thread on the Top Row. Mike is the Jedi knight of Zbrush. :+1:

So that little shotgun-in-an-hour playlist was mind-blowing! In an hour! Couldn’t quite believe it’s even possible, yet here we are. Amazing stuff. Well done, and thanks for sharing.

nagulovSo that little shotgun-in-an-hour playlist was mind-blowing! In an hour! Couldn’t quite believe it’s even possible, yet here we are. Amazing stuff. Well done, and thanks for sharing.

oh man, it’s so fun too! one of the many reasons I love ZBrush.

And heck, without blabbing about what you’re doing while you’re doing it, and being able to think without speaking, you could probably get that down to 30 minutes easy if you were so inclined, with tighter, closer to final details (especially with the correct insert meshes). Super fun!

This is awesome. Great workflow!