ZBrushCentral

Darksiders demon

ewwwwwwww

i like it!

Wow, this sculpt helped a lot because you showed your workflow. Thanks a bunch. Amazing work, really creepy. :slight_smile:

Damn. This model was so awesome I almost had to go change my pants.

Great sculpt, and I love how you laid out all the steps you took - really helpful for ZB noobs (like me!).

You know, you should send these pics to Joe Mad (pretty sure he’s got a website) and to the guy who posted this thread:

http://zbrushcentral.com/zbc/showthread.php?t=062362

I don’t know if he’s the modeler for the Jailer, but he does work on Darksiders. I’m sure everyone on that team would get a real kick out of seeing your model.

Once again, great stuff.

WOW, that’s amazing.

How could I miss this one. It’s fn awesome. Realy sick bad m*****r! I like it very much, very original concept! 5 from me!

heya man!! outstanding work… dark, creepy and sooo coool.

well done mate.

congrats

victor

Awesome work dude, I’d so love to see a textured version.

This is very creative. I like everything about it. It creeps me out but I still wanna look at it. Amazing work.

The membrane is a great add-on and really shows how in depth you went. Love it. 5 from me. :+1:

Well done.

awesome … very awesome modeling and texturing

Man You are insane !!! the character looks awesome…
this was my expression when i saw your work :grimacing:small_orange_diamond:grimacing:small_orange_diamond:grimacing:small_orange_diamond:grimacing:small_orange_diamond:grimacing:

thanx for the workflow explanation :D;)

btw i have a noob question…did u sculpt the skulls on the head or did u alpha of skulls or did u use skull models in a different subtool? :o

Thanx for the kind words guys.
I’m currently finishing up a lowres that should be finished this week and then I’m passing him over to a friend of mine who’s an animator, if anything comes out of it is yet to see though :slight_smile:

the skulls were positioned as seperate subtools and then projected onto the base mesh. I used the projection brush (Can’t remember the exact name) but later I discovered the “project all” button that does the same thing but alot easier.

oh, and they have seen it. They said they like it :sunglasses:

I see you said that you started with a primitive base mesh in Maya, but did you then use Zbrush for everything else, including the rendered images you posted of everything? Or did you only use Zbrush to do the detail work, then take everything back into Maya?

Just curious.

I made allmost every base mesh in maya, just the quick basic shapes.
From there it’s only zbrush including the renders.
And ofcourse when I start a new piece like the shoulderpads I bring in a mid-res version of the body to get the right placement etc.

Thanks for the reply kotter. I’m always fascinated on how people do their workflows.

And your work is stunning! Look forward to seeing more.

one question: do you know of any similar techniques for chains that would work in 3DS Max? I know you can do similar stuff with the array tool but any other help in that area would be cool.

Also, what kind of thing did you do to slpit up the character? was that done in Maya and how did you put it all back together again?

love it!

I haven’t used 3dsmax in ages so I can’t help you there but I’m sure you can find something similar usefull by making a quick search at highend 3d :slight_smile:

The demon was split using the retopology tools in zbrush. Instead of rebuilding the entire mesh as one piece I rebuilt them one at a time and saved them out seperately.

I’m pretty sure there’s a tut in the help files for a rigged chain. I just did a quick search and can’t find it, so here is a link to a video for a spline IK tut which would be useful.

http://www.louismarcoux.com/MaxTips.htm

Its at the bottom and its a 4 part tutorial, part 1 is called “CustomSplineIK_P1”

Awsome post. Loved the sculpt and the whole presentation. Thanks for posting the tech tidbits as well.