ZBrushCentral

Henrique Naspolini's Sketchbook

Hello again,

It has been a while since my last work, but last weekend I just finished this character Heavy, so finally I can share with you guys. Hes the fourth of 5 human characters for Primal Carnage indie game www.primalcarnage.com. Also check www.lukewarmmedia.com. Hope you guys like it, comments and critics are always wellcome. CYA

very VERY good!

Very nice Henrique, I like the subtle changes you made compared to my version. It looks super clean too!

What to say… yes he is looking HEAVY… love the anatomy and cut to cut muscles… also there is a nice beauty in the pant wrinkles … altogether it’s a great work bro… expecting texturing also, which may give another hike to this character… keep going… :slight_smile:

pro stuff henri

awesome stuff, henrique.
you really done some amazing work on the game (along with euge;))

-r

This stuff you have in this thread is top notch! (Subscribed) The presentation of your work is also really nice! just turn down the gray outline on this one though, its thick and distracting me from looking at your awesomeness.

Cool work!
The game looks very interesting. I’ll be keeping my eye on it.

I like your sculpts very much! and I have a question - which method you are using in order to make those areas (have colored them in red)? can you make a little tutorial or smth?

thanks!

Looking awesome man, hope I get to animate him. :slight_smile:

Jamie

Hey all, thanks for the comments, I really appreciate that :slight_smile:

khalavi: thanks!
C_J_E: thanks chad!
mridulsen: thanks! yeah, I will be doing the game mesh and textures. Hope it turn out good
euge: whats up, thanks bro
rasmusW: hey rasmus, thanks man, you have done great pieces too.
SadamHu: thanks!
undoz: thanks dude, your work is a reference for me
EvilSmiley: thanks, yeah will see :wink:

Uber: thanks man! answering your question, its pretty simple, for the ones in the bags I just made a big enough horizontal lines alpha, and with Standart brush (focal -100) and DragRectangle, I dragged until cover the surface that I wanted. For the detail in water bottle, I unwrapped it before bring to zbrush and for the border I made it straight in the uvs. Then I masked by alpha (vertical lines alpha) and inflated it. thats it, hope it helps.

Great work. Love your style. My only crit is minor… the eyebrows on Heavy: all the hairs go in the same direction.

hey Scrybe, yeah good point, definitely there are few small details that I missed. I will try to fix that before baking the maps. Thanks for the comment!

thanks for sharing!:+1: its sounds really simple. I will try this soon :slight_smile:

A bit more of “Heavy” guy. Just finished his textures, so I putted together some renders of the game model.

xNormal for normals and occlusion baking.

polycount: 11,450 tris
textures: 2048px difuse/normals/specular

Full Size Render

Pre-Rendered

Real Time Render (3dsMax viewport)

Texture Sheet

Nice work! Very crisp, and clean sculpting. :+1:

Really excellent stuff. I like where you went with the folds on his pants, but I think they are a bit stiff. Maybe you could soften them up in certain areas and relax them slightly. Maybe that’s your style I just think they’d look even better if some of the edges were curved, there’s a lot of straight, angular folds going on there.

very nice, appreciate the wires…pose to come, yes?

(there’s a right and wrong answer :lol:)

nice work henrique. kinda reminds of kimbo slice.

thumbs up man!

impressive is the cleanup of the mesh! how to do it? you model the base mesh in another program?

beautiful work

congrats! =D:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1: