ZBrushCentral

Gryphyn WIP

Hello everyone. Like most new posters I’ve been browsing these forums for years as a source of motivation, learning, understand - the list goes on. I decided to start up a thread on sketches, work in progresses, finished pieces…basically everything zbrush related.

Recently I’ve been doing some anatomy studies, or hyper-realistic models. I started to get frustrated with so many subtools, such high details and constantly going back to maya when I just wanted to sculpt in zbrush.

So here are some wips I started today to just get my mind out of the technical Maya stuff for a bit and just enjoy really basic shapes and sculpt. I’m also going for a more cartoony feel as I have never explored that area before.

Pirate_WIP_1.jpg

Here’s a tuskarr I’ve been working on. I actually modeled a base for a full body, and started messing with proportions, using one of blizzards collective toy figurines as reference. I then decided to just have fun and do a bust of him for now.

Let me know what you think. Really just trying to start showing anything and everything that I’m working on to push myself to finish it faster now that more than just my eyes are seeing some of it. I also work better with critiques and feed back, and this place is perfect for that. Will post more updates soon.

Attachments

Tuskarr_WIP_1.jpg

I’ve spent a few hours tweaking the above models, but decided to finish a project I started back a bit as soon as possible. I would really like to make a high rez version of girl/hovercraft as well as a game model textured to test myself a bit.

The concept just blew me away when I looked at Jim Murray’s Website. I’m taking all of his artwork of the girl and basically combining it into what I like, as well as adding my own bits of creativity to parts that aren’t as clear in the images (i.e. boots). This is a heavy work in progress but I would love to get some feedback as I go through the steps of creating both assets. Comments and Critiques are totally encouraged.

Hover_Bike_WIP_Final.jpg

Just a close up screen grab from zbrush of the face.

Attachments

HoverGirlBody_Final.jpg

HoverGirlFace_Final.jpg

Update of my progress on the girl as well as the “hover bike”. C & C always welcome.

Hover_Progress_New.jpg

Attachments

Hover_Progress_New2.jpg

HoverGirl_2.jpg

HoverGirl_3.jpg

The hoverbike looks great. And is it being created entirely in Zbrush?

:+1:

I’ve used a hybrid method like several other members I’ve seen on these forums. Some pieces are entirely in zbrush, like the handlebars, and some are just roughed out til I get a shape I like, then I drew the topology and retopo it and bring it back into maya. Still trying to find a more streamlined approach to my workflow with hard surface work. Thanks for checking it out!

So I basically have everything blocked out and started with the detailing stage. Debating on posing her or if I should detail her in T-Pose then pose. Hoping to get her details done soon so I can start working on the bike again.

C & C greatly appreciated.

HoverGirl_Head.jpg

Attachments

HoverGirt_Body.jpg

Looking sweet! Keep 'em coming.

Ok so I’ve been messing around with all of zbrush 4’s new tools, etc. and have come back to this piece. my roots are in maya, and I feel extremely comfortable modeling hard surface detail in that program. But as most of us have learned, just because you’re comfortable with something doesn’t necessarily mean that its the fastest/most effective way of going about your pipeline. I’m looking for advice on finishing the hard surface detailing of the hover bike, as well as critiques on my pipeline for finishing this piece. I was thinking of finishing all hard surface detail’s in maya, and importing into zbrush and adding damage/fine details to the hard surface completed work that I export from maya.

After this part is done, I was going to create a new layer and pose the female, then create a third layer and add wrinkle detail to the clothing as well as all the other fine detail, then poly paint and render in zbrush as well as exporting back into maya and rendering there. Then once this is all done possibly creating a game mesh out of both and retopologizing via 3dcoat/topogun and generating maps and creating a sample animation for fun of both objects. Advice/critiques would be totally awesome. Below are updates of the current status of these models as I brush off the dust of both of them after a long time of them sitting idle. I will also post reference images from Jim Murray that I have been using and will currently use.

Hover_Girl_Progress.jpg

Reference Images from JimMurrayart.com

Attachments

Untitled-1.jpg

close_up_P2-3.jpg

close_up_P12.jpg

Gina_Bike_sample.jpg

Cool job, and an interesting subject! The bike looks great, that’s all zbrush, right? Great job, can’t wait to see more!