ZBrushCentral

Darksiders demon

Kotter, that’s a phenomenal sculpt! I really really love it! Its so visceral, you can really feel its chunky mass :smiley:

got a few questions for you if you dont mind.

Only 3.4million in total !? wow. it looks like so much more, can’t even see any faceting in the final :o
I’m guessing this is cause of the retopo?

What was your retopo>maya>zb workflow? Did you just make that low poly cage and then chop that up, bring it back to zb and project the detail? or did you break up a more sub divided mesh with detail already projected onto it?

Oh and what is the final img rendered in, is that straight from zb? it has a really nice look :wink:

Kotter, holy crap man! excellent work, and only 3.4 million faces? wow… definetly looks higher than that. Man that’s an awesome concept… what a piece of art to wake up too!

you are amazing holy crap dude w wish i was that good i mean every thing is just intense man :grimacing: :grimacing: :grimacing: :grimacing: :grimacing: how long have you been working on it soo cool

Hi kotter! Congrats on top row! Awesome sculpt! Thanks for posting the WIP shots! :+1: :+1: :+1: :+1: :+1: !

yeah, it’s visible up close tho:sunglasses: the color and shading hides most of the faceting I guess, and since it doesn’t show I didn’t bother adding another pass to it :slight_smile:

I didn’t have a planned workflow when I started really since I didn’t know how far I would take it. As for the body I used the base mesh as much as I could but eventually it just got frustrating and I had to retopo to get some cleaner results, especially for the fingers and toes. So I took what was the highres at the time (about 3 divisions) and rebuilt the topology on the different parts seperately since by then I knew how/where I wanted to split him up. all parts except for the toes were completely retopo’d in zbrush.

I had to completely rebuild the toes in maya (since there weren’t enough geometry to build from in zbrush) and simply projected the details onto the new basemesh. It taught me alot about what you can/can’t do and opened up for a couple of new workflow possibilities.

dunno if I’m making much sence here but ask away if anything is unclear :lol:

the render is all zbrush (except for a small DOF pass in PS after grabbing the zdepth alpha in zbrush). I haven’t really gotten around to rendering properly but I’m pretty satisfied with this type of render for now :slight_smile:

the whole thing took me about 2.5 - 3 weeks counting roughly 8 hrs a day. I didn’t have alot to do at work and combined that with a couple of hours at home :slight_smile:

thanx!

Can I work where you work? hahaha. Anyway, regardless if you make perfect sense I always enjoy reading an artists thoughts and work flow. It is a learning experience, or a perspective change at the least.

If you dont mind, could you expand just a little on what new work flows popped into your head?

Thanks for the info!

sure!

First of all I hadn’t really used the retopo tool before, just a couple of tests a long time ago. So what I found out about that is the fact that you can basically bake the details on to any mesh you want (with varying results depending on the new mesh ofcourse :slight_smile:). And that’s what I did with the toes.

the other thing seems to be a bug in zbrush but I’ll mention it anyway.
If you want to change topology in another package you have to export the highres into an obj, re-import it and THEN do the retopo/projection on the imported obj. Otherwise the scale/position is off and you can’t transfer the details.

I’ve learned that sometimes it’s easier to split the mesh instead of allways trying to keep things as one piece. The only downside is that it’s alittle harder to pose the highres, but I’m not planning on doing that so I could basically just split it anywhere. And if I want to combine the pieces again I can just combine the base pieces into one mesh, combine the high-res pieces and transfer the details again. haven’t tried it but it should work :slight_smile:

there’s allso a couple of “I should have…”'s:

I should have added the toes in the first base mesh to make it alittle easier to flesh out.

I should have thought alittle more about the poly distribution in the new topo. It’s quite good as it is but could’ve been better on the head and stomach :slight_smile:

I should have started painting with the big brush instead of wasting time on the details before I knew what I wanted to do with the colors

I should have come up with a better way to make hard edged surfaces and still keeping a good poly distribution, instead of going with the flow and doing it the “quick and easy” way

that’s all I can think of right now, getting tired and I need my killzone 2 fix before bedtime! :sunglasses:

Just stunning !!!

Awesome work!

So how did you go about your hard edged surfaces? just using the flatten brush and polygroups? im curious to know.

Also what is a better way in your opinion? just poly modeling in another app and importing?

Thanks again for the info!

NO WAY, i’m working on a concept with the skulls in the face JUST like you did, not cool:P took me a while to think of that!
But he at least you’re doing something amazing with it!
Greets Slice

KOTTER!

Much has improved in your zbrush skills since Penance. Keep it up man I hope to see you on DominanceWar!!

How do you combine 2 subtools? That would be very helpful lol.

Subtool Master - Merge

Thanks for the infos,very appreciate!
kotter,I was told that I’d better build most of the models or subtools into a whole one, it means the model including everything is one object.What do you think this?
Can you understand my expressions,friend?

Beautiful work man. I like that it’s not overzbrushed, that you kept areas clean (but still stylized realistic).

Looks like you touched it up in Photoshop on his left arm (viewing right arm), but looking at the mesh I don’t know why you had to :). Looks great.

Anyway, great work!

Very impressive sculpt! It looks awesome all around! Thanks for sharing not just the piece but your technique as well. It would be very interesting to see how it moves and use those hooks. Maybe a couple more connections to the main hook with another chain to strengthen its pull on whatever (if they’re used that way). He obviously is very top heavy so maybe the claf to ankle area could be bigger, but I don’t imagine it moving around much though. Just thought I’d note anything I could to make it more complete and believable if you’re still working on it. I dig it as is though, simply amazing work!:+1: :+1:

the “quick and easy” way for me to do hard edged surfaces is build them in maya and bevel the edges. Naturally that generates horrible distribution and is really painful to work with in zbrush. For a game character however it works fine since you can post in the details in PS :slight_smile:

Aftermath - haha! thanx man! this is actually the first model I’ve made since penance :slight_smile:

about splitting vs. keeping it all as one piece, all I can say it’s up to you how you want to do it. I found it easier to split up but if you for some reason HAVE to keep it as one piece, you can get allmost the same effect as subtools with simple polygroups.

all I’ve done in PS is add the little DOF blur effect in the top render, everything else is straight out of zbrush :slight_smile:

thanx for the input Benj, I’m not working on this anymore but if I do pick him up again for say a lowres or something I’ll definitley keep it in mind :slight_smile:

thanx!

excellent sculpting and a very inspiring character

Joe Mad is an inspiration to me. He made me work harder and gave me a true passion for art.:smiley:
I must say the same for you Kotter !:wink:
I work in ZBrush now and sculpt like yours makes me want to practice my craft even more!

Anyway thanks for honoring MAD!'s designs... maybe someday I will be skilled enough to give a hand. -<span class="grey">GameArtisans.org- Comicon challenge [The Creech</span>] [http://www.gameartisans.org/forums/showthread.php?t=4528](http://www.gameartisans.org/forums/showthread.php?t=4528)