ZBrushCentral

Frostmourne + WIP Arthas

frost.jpg

Hey guys, I recently just finished making Frostmourne, and I’m currently working on my own version of Arthas. I decided to do this as a summer project to try and push my skills to the next level before I on to my final year at university. The sword is made of loads of different parts created in Max then detailed in Zbrush.

I worked on a concept a fair while back to try and think of some new armour designs to make, and also to enter the Blizzard competition for a bit of fun and to try and get better at 2D (still got a long way to go :P):

[attach=95876]ArthasConcept.jpg[/attach]

The head still needs some work, and yes the hair is placeholder :smiley:

[attach=95877]head_6.jpg[/attach]

Attachments

Frostmourne.jpg

ArthasConcept.jpg

head_6.jpg

That frostmourne is pretty darn close. I’m giving this 5 stars because it should get more attention and looks like it’s heading toward an impressive result.

Thanks a lot Grumpshmee! I have been slowly working on the boot trying to get to grips with hard surface sculpting.

wipboot_1.jpg

It still has a long way to go, and it’s tough to decide on design choices, but I think it’s slowly getting there. You will have to imagine it with the furry part around the back half.

pretty kool so far…this can go a long way…all the best … :+1: :+1: :+1:

The sword looks very crisp and detailed. Good work Dryn.
How’d you do the patters on the Hard surface sculpt?

Thanks sahil_raptor and sadicus. I made the rune patterns using masking then under Deformations I did a -inflate. I had to smooth them out a little afterwards aswell.

Ah i´m already lovin the drawing, can´t wait to see the final, please post it here. A lot of talent here, thanks for sharing

greetz

seb

awesome progress, I quick critique on the head model, it seems like the mouth has no inner cavity where the lips are going into the mouth, and also the overlap of the bottom lip tucking under the top they look to be pinching on the corner. Hope that helps keep it up.

That sword is looking pretty sick! I would love to have something like that hanging on my wall. It reminds me of this fantasy knife designer named Gil Hibben. Have you ever heard of him:question:
Sweet work so far :+1:small_orange_diamond:+1:

What super start, can’t wait to see the next steps :wink:
What is your shader used ?

Very nice man. I am also starting to model my take on Arthas wielding Frostmourne. I was hoping to see your base mesh for the sword because it looks really accurate.

Looks like I have my work/competition cut out for me. :eek:

-Pyroblasts

Yo guys, back with a couple of updates -

first is the finished boot:

DeathBoot.jpg

Thanks for the crits so far guys! I hadn’t looked at Gil Hibben Goldenry, but I checked him out he has some cool designs. The shader is one that I got off the gnomon site in a bundle (had to pay a small fee). Don’t let me stand in your way pyroblasts :P, but the sword was basically composed of loads of diff subtools, most of which Ive lost the original ones, but here is a pic to give you an idea (basically everything here you can imagine could be a seperate object is - it helps keep poly densitys as low as possible so you can squeeze more into the areas you need it)

Attachments

BaldArthas.jpg

Superb man

That is really amazing man! It would be awesome to see what your base mesh was for the sword and boots and a bit of workflow explanation…

wow…

wow , i like dk ,great , waiting your update:+1:

Hey guys I would like to share some of my recent progress, and also a look at how the character is developing as a whole. I would love to hear any criticism and ideas, and I am closing in on finishing the high poly.

Here is a picture of everything so far, but it is low resolution, because my comp cant handle all the high poly pieces together. I still have left to make the cloak, the left shoulder, the chainmail vest under his chest piece and his arms, and any final touching up. Then I will be exporting him out to max to build the low poly, unwrap and bake in normals - although I am unsure on this, but is it possible to bake displacement maps like that also? Would be good to know, seeing as I’m not concerned about this going in a game engine.

[overallprogress_lowres.jpg]BeltHead.jpg

Hope you guys like it so far, I’m going to try and create some really cool posed renders composited with different layers in photoshop, which I am a bit of a beginner at, but definitely going to give it a shot.

phhmlw - as for my workflow, I do the bare minimum in 3DS Max, export into Zbrush “sketch” out the idea, bring it back into max and create a neat base mesh that will make the outlining forms and hard edges easier to maintain in Zbrush. Then I just sculpt the final form. I mainly use mask + the deformation -> inflate, claytubes, flatten and pinch brush when sculpting.

Attachments

Shoulderguard.jpg

really ammazing updates.keep posting:+1: :slight_smile:

[WIP1.jpg]

Been retopologizing and stuff for a long time now, and finally getting onto some of the more interesting areas.

Total poly count is 52k with meshsmooths on the cloth and head, and using 6x2048 textures. Need to work on the max hair and fur a bit for his gauntlets and head, as well as SSS skin, but its gradually getting there.

I’ve just started the diffuse texturing around his boots and thigh guards aswell, so more of that to come. Any advice on rendering/compositing would be greatly appreciated.

Awesome work, Dryn.

Keep going…

:+1:

Awsome work.The sword is beautiful really nice…THe armour design I really like…Look forward too seeing this one finished:).