Human/tiger character

I am making this thread mostly to learn the process from a complex Zbrush model to a low poly, since i have a lot of trouble finding the right workflow. There is always a point where I lost a lot of quality. But when I saw actual video game, I know that is the point I aiming at.
So here i am with a thread. I decided to work on something relatively simple: one character, whith clothes and a scarf. It’s half a man and half a tiger, and I am drawing it for years. I already started it on dynamesh:

I still need to add a tail, then i’ll do the first retopo.
If you have any advice, or critics, feel free to comment.



So I continu my work on this character, and start to add some clothes. It still rough for now, and I need to break the symetry, but I want to have a good view of what I am doing…(good excuse to get lost in details)
Thanks for any comment.

this is the end of my blocking, i wil now start detailling all of it. Unless somebody have an idea of what i should change^^

It’s very cool, what I recommend you do is make the torso longer because it’s waist is too high making the legs look too long, otherwise it’s cool.

Cool design. I can’t wait to see it finished. I have a couple of crits. The sandals seem a little small like the feet are hanging over the edges. The forearms seem like the muscle groups are really short. The arms in general seem short to me and the shoulders seem small for how large the neck is. I am not an anatomy expert, those areas just feel off to me.
The wrist bands remind me of Panthro from the ThunderCats.

Cool, I am working on a similar character right now, sorta the cat-man hybrid. Check out Bruno’s Dominance War submission?

I would say study the folds of the pants some more with reference and ask “why do they pinch around the knees and where do the folds generate from?” Keep an eye on the arm muscles, esp the the forearm. Looks cool, keep it up!

thanks , I try to work about what you told me,most of it was proportion. So i draw on top of the model to reevaluate. About the forearm, i finally agreed with you and add a bit of length and a bit of muscle. But the leg look fine to me, so i didn’t change it. I will have more occasion to ask about the clothes. The pinch at the knee was because of a ribbon i forgot to block. So the last pose:
next step: retopo the body to optimise the polycount and have a better resolution( specialy the invisible part) and start the real detail…

Hi, I didn’t give up on this one, I’m still retopoing and projecting details. Almost everything went well except the wristband. I was expecting one or two vertex to go mad, but I didn’t think it would be that difficult to correct. I try to subdivide up and down to smooth it up, but at one point, there is just no way… If anyone had a suggestion, please offers me your advice^^ here is a picture of the problem:
ZBrush Document.jpg


hey, regarding your problem try masking problematic area before projecting or save morph target so you can easly fix these with morph brush. Hope that helps:)

Thanks, it’s actually a good tip, too bad it imply to rework on the object from the beginning…

Finally I managed to transfert all my details to a low poly. It’s actually around 4500 Quad wich is a number that I was aming at. Now I need to finalise the sculpt and start the texture. So if there is any critics, it’s now or never ;). I’ll take the compliment too :stuck_out_tongue:

and a little turntable for the end of the day:
<iframe src=“http://player.vimeo.com/video/63276746” width=“500” height=“375” frameborder=“0” webkitallowfullscreen="" mozallowfullscreen="" allowfullscreen=""></iframe>
Tiger from mathieu chaillous on Vimeo.
Well I guess the video doesn’t show finally… But cliking on “tiger” will lead you to it…

Hi, I am back, and kinda stuck with GoZ.
Right now, i have my model with multiples subtool, Subdivided for High resolution, but no UV’s.
So I hit the GoZ all, and do to 3Dsmax to make UV. When i am done, I select all my mesh in max, click on the GoZ button, and go back to Zbrush. But Zbrush create me another tool, with my Uv, but with no details on it… I don’t know why, and I can’t find a way to make it work… Did I make a mistake?

You can copy and paste uv from one tool to another if they have exact topology, so you can just import unwrapped low-res mesh as a new tool and then transfer uv’s over to the already existing detailed multi-res tool using Zbrush uv master plugin. Other way is to reproject all details, but its more tiresome then the first one since you can run in some errors. Hope that helps.

Nice one, thank you. This method work, but I can’t understand why it doesn’t work my way?
I am thinking about the multiple crash of 3Ds max during the process, but I don’t know if there is an influence… If anybody have a clue…?
Anyway thank you.

So i start the polypaint, I need to add more details to the shirt and pants befor continuing theme, it will be the occasion to test the noise maker…
please comment…

So I started with the clothes and here is my result for now, I add a noise to make the details of the fabric… tell me what you think about it…
the scraf and the belt aren’t done yet, neither the wristband and the shoes…



Here come the first low poly render in 3DS max. The last tweak in the texture will now comme from photoshop I think…

I finished my textures and made a turnaround of the low poly: 9176 tri in the end
<iframe src=“http://player.vimeo.com/video/65777326” width=“500” height=“375” frameborder=“0” webkitallowfullscreen="" mozallowfullscreen="" allowfullscreen=""></iframe> Human tiger from mathieu chaillous on Vimeo.

I have almost finished a complete step by step turntable of this WIP, but meanwhile, I wanted to learn more about the fibermesh, and this character is so perfect… so here are some render:

hope you like it.