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Hellish Creatures, Low Poly

I’ve decided to let you guys see my next gen model pack i’ve been doing for the past week. Its going to be sold to indy game developers relatively cheap, around 30 dollars for the whole shebang, dont know yet how many models there will be, but the general theme of my first pack is dark fantasy, demons and devils, zombies and orcs, that sort of thing.

The first model is the demon, a burly character straight from hell. I have the concept all drawn up, but i dont have a scanner so you'll have to just trust me on this one, lol. I made the base mesh in blender, really low poly, loaded it into zbrush and detailed it. I didnt retopologize the models after exporting, as i'm just learning retopo tools, but i will go back and do those. [img]http://i132.photobucket.com/albums/q27/indecom/legs_progress.gif[/img] [img]http://i132.photobucket.com/albums/q27/indecom/mydemon.png[/img] [img]http://i132.photobucket.com/albums/q27/indecom/mydemon2.png[/img]

[my demon 2.JPG]

It’s a good start :+1: I look forward to see the next step

:stuck_out_tongue: cool. :slight_smile:

I know a few indy developers and I’m working on a next-gen character pack also (for the FPSCX10 engine)…0f course not until I get better. Good job, though.

Thank you for the kind replies. This package is posted on the game creators forum, for both fpscx10, dbpro, and regular fpsc. The main idea behind the pack, is to allow for multiple gaming platforms to use it, so i broaden the horizon and potential for money intake, lol.

Here is an update on the head, ingame render of the final piece, minus the ears which i will add when i’m not as tired.

unfortunately, i couldnt project the finer details onto the normal map since i have poop for memory, only 256 megs of ram, thats why i’m working on him in pieces, lol.


Hahah! There is the chestal area, redone to be more realistic. Any crits or ideas or such?

Second Character in the pack is nearly finished. The pack, i’ve decided, is going to be in a hellish theme. This is a grotesque rotten old zombie, will work well for tormented hell zombies, or even for your standard rpg hack and slash zombie as well.

[zombie normals theumb.JPG]



There is the nearly finished product, just need to do hooves, get rid of the extra details on the skin cus it just looks like scratches, and figure out how to fix that problem with a mirrored mesh/mirrored UV normal map thing, you can see the problem in the middle of the mesh, How do i fix that problem?

Okay, fixed the normals on the chest, now i need to unfix the part on the head that makes that seam, but that is easy as pie.

[Demon fixed thumg.JPG](javascript:zb_insimg(‘77110’,‘Demon fixed thumg.JPG’,1,0))

Okay, i’ve completely textured the torso, modeled the armor, and normal mapped it as well. Any crits are welcome, feel free to tell me what you like and dont like.

6FA14F18-A5C7-4EA3-8278-8A3454D5851.jpg

Attachments

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:rolleyes: it looks cool~ i think the monster’s head is little bit big.

I thought it would be at first too, but i kinda got used to it and it looks okay to me, but i can go back and tweak its size some more to see if i cant make it fit better.

[new tex1.JPG]new tex3.JPG

Okay, i’ve resized the head, and adejusted the sneer a bit, made the brows a bit more angry, since i resized the head it looked less angry. What do you thingk of it now?

Attachments

new tex2.JPG

Okay, so i’ve been messing around with the normal map because although it looks good, it doesnt look fleshy enough for me, the details in the skin color, the veins and spots on the skin, have literally no effect on the bumpiness of the surface. So, i redid my detail bumpmap incoorporating much of the texture into the new, more detailed bumpmap. I then converted that bumpmap into another normal map and overlayed it onto my regular normal map generated by zmapper and Now i have something much much fleshier, more natural looking. More alive, so to speak.

[new norm 1.JPG]new norm 4-regular color.JPG

You can see how the horns are much more detailed and crisp, and how the flesh sinks in where there are veins, like a hunk of rotten meat. Now once i get the full body textured like this, and re-normal mapped with details, i’ll start working on the specularity map, and a simple glow map for the eyes.

Any criticisms or suggestions, i’m all open.

Attachments

new norm 3.JPG

new norm 2.JPG

hey nice to see u again. it looks much better now . as u mentioned if u add a specular map, it would be better. i look foward to see full shot of the monster!

Well, i Stumbled accross something pretty frustrating. How come i cant edit my first post anymore? I dont have the option to edit my posts until about my 3rd/4th posts. Its upsetting because I wanted to go back and tidy things up, rename it to the final package name, post the current wip shots and everything all up front so people dont need to sift through the whole thread for all the good stuff. Oh well, I guess i cant do that, So, here is the logo of the package i got with the help of a friend.

I’ll be working on texturing the rest of the body today, then once that is done i’ll start on the specular map.