ZBrushCentral

Dark Matter Crusader

You should get some feature film work man :slight_smile:
Your stuff is way beyond a lot of designs I have recently seen.
I love the shapes and the details.
Good work!

F

Hi guys, as promised here I am again with some rendering breakdown and wires.
Thanks to everyone, I really appreciate!
@slocik: thank you, I think that one good rule is to establish a nice balance between your details and the round big masses, once you have this working the way you want it’s just a matter “unveil” the hidden forms you see under the rough masses. It’s very usefull to study great artists’ works to understand how they approach the balance, the forms etc
 Another usefull tip is the one that Gio Napkil describe in Character Modeling 3, where he talks about the weight and gravity of forms, folds etc
 Very interesting reading!
@Moni-Poroni: you’re welcome :wink:
@DigitalFreaky: Thanks Fab, not just for the kind comment but also for the support during the past weeks! Hanging out drinkink beers and talking about designs is yelding results :smiley: Hey Fab, lunch tomorrow? :lol:

Ok, so I take some shots of the lights I used, their positions and the multipliers, this should give you a clear idea of the light rig. Nothing really super, the only critical thing was to right balance the multipliers and to play smart with the exclusion of objects.

[attach=196505]persp_lights.jpg[/attach]

[attach=196506]side_lights.jpg[/attach]

[attach=196507]top_lights.jpg[/attach]

For the modeling, really regular hard surface polymodeling, inset, extrude down, inset, extrude up, bevel :stuck_out_tongue: The tricky part was to choose the right flow of the rivets the way I liked. For the glowing lines, I selected the bottom faces of the rivets, duplicated them as a separate object and the I did a little extrusion to give a little bit of volume. This way the geometry perfectly matched the wall and floor rivets and once smoothed they fitted perfectly!
I have attached a couple of shot to demonstrate the simplicity of the modeling.

The Zbrush model was not retopologized because I wanted to create just a digital maquette, so in order to be rendered properly I exported a mid res obj with GUV Tiles mapping and used the normal map for render the details.

Thanks again to everyone!

Fede

d_thumb_zbc2.jpg

Attachments

persp_lights.jpg

side_lights.jpg

top_lights.jpg

wire_wall_low.jpg

wire_floor_low.jpg

A bit too late for lunch but surely dinner :smiley:
I’ll skype you later :+1:
Have a nice day!

F

Wow
Top row stuff
gr8
 :slight_smile: :+1:

Great model and light setup!
Just one note: while in the zbrush screens the detail on the legs in nice and crisp, in the render it seems a bit washed out

Are you using a 32 bit displacement map? Or maybe it’s the reflections on the shader that partly hides the detail

Keep up with the good work!

I like the unique design of this character. Well sculpted, too. :+1:

oy federicio!

sorry for replying so late

i really like the design on this one. you have incorporated all the “odd” shapes really well.
very nice surface details


keep em coming, dude.

-r

@DigitalFreaky: :slight_smile:
@sculptor.zb: thanks!
@stefanobernardi: I think is due to both the lighting and the reflections, btw I did a quick shaded version of it just to show you that all the details have been preserved using normal maps! Thanks.
@Webhead: thanks!
@rasmusW: yo Rasmus! Thank you man really happy you like how it turned out :wink:

[attach=196703]d_grey_render_1600px.jpg[/attach]

Bye

Fede

grey_render_thumb.jpg

Attachments

d_grey_render_1600px.jpg

damn i love this sculpt:cool:

its FANTASTIC!!! love its style form details everything is top!!!

now,this is sooo cooolllllllll
:smiley:

Awesome! :+1: :+1: :+1: :+1: :+1: .

when are you going to give up modelling, you are making every one else look bad. If this does not get put in the top row there is no hope for zbc. I have no crits for the model, he is perfect, the rendering is amazing too, all that time doing buildings has paid off. Are you going to do a more detailed texture for him or is this a finished piece?

Hitch: I completely agree with you.
He’s one of my best friends and the most humile artist on earth.
One day this guy will make us all jobless cause his creativity is just endless :smiley:
DAI CA**OOOOOOO!!! :wink:

Thanks again to everyone!

@hitch: weee Paul, how you doing?!?! long time we don’t speak! Where the hell have u been in the past year? :smiley: Hope everything’s going great! As you can see I’m keep doing my creatures and have great fun :stuck_out_tongue: The textures were not planned this time, I just wanted a digital maquette so I really focus on the model! Thank you mate, hope to hear form u soon!
@DigitalFreaky: :o ahahah fab you’re crazy :smiley: but thanks, hope the same for you :wink:

Thanks guys,

Fede

Great post! It’s very nice. Thank you so much for your post.

Fede: I’m already retired ahahaha :smiley: Too much stress :stuck_out_tongue: But you’ll kick it up!!!
Divertiti a Jesolo bro!

@digital freaky hehe i know, i had the privilege of sitting across the desk from him back in the day

@ Loden, hey good to see you are still doing your stuff, I kinda stopped for a while, and moved to Canada, I am getting back into it now though. current wip thread -

http://www.pixolator.com/showthread.php?t=87728

hope i got the Italian right, Z Talk to you soon big fellah

this is reaaaally great! i love the concept too even if i’m not a fan of “monsters”