weekend, the deep sea’s harsh reality, a doodle
i decided to go over the shrimp again, dynameshed it and got me some new mats to play with, i start liking crusteceans which i find weird as they are usually scary! yes they are!
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doodled around with the basic design of a shrimp a little bit and came up with a critter
Liking the moody feel of this last critter
thanks,
personally i find it unpleasant to sculpt on lol, its making me feel uncomfortable to work with and always reminds me of a girl i know who fears spiders and how much she would hate me to create one… and shes pretty!
but, well, art is not always pleasant fun now is it XD
anyway, worked on critterA a little more, now in its 13th save file stage, its getting somewhere viewable,
i played around with transpose Master whose ability to reproject detail on your pose is great (didnt find a proper way to do it without yet) and my kept ZSPhere base model was obviously of help here as a rig.
then i tried the new fibermesh creator tool and wow, its pretty sweet i must say
thinking of adding a second critter and having them fight now tho not sure what to add currently, was going for a squid of some kind but then my shrimp critter has tentacles already… not sure right now
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a turntable of my last shrimpcritter sculpt:
i’m currently not sure how to proceed with “shrimp vs squid”,
which workflow would you suggest?
pose the ZSphere model now and sculpt everything once it is posed around the Shrimp or try to sculpt the, fast mostly symetrical/bilateral, way and try posing the Squid afterwards?
i’m afaraid that posing the squid afterwards will lead to really bad polycrunches around the tentacles which id really like to wrap around the shrimps extremeties as if the squid would be holding them…
or should i maybe even retopo the Squid and give those tentacles a good topology for animation even? (i just want a still)
mmh or maybe just make a squid lol, the shrimp is not too perfect for posing as its standard pose is a little restrictive as i had to realize… but then again, more tentacles are always good.
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well i decided to just go ahead with symetrical sculpting and will see about merging both beasts later i guess haha,
Mr. Squid, Archenemy, or Best Friend, of Supershrimp, their fate is not decided yet, in its current WorkInProgress status:
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i continued in my quest for Mr Shrimp vs Captain Squid and finally got a good workflow down for posing i think, even animatable hehe,
anyway, a current wip render done quickly while i relaxed after finding out a good workflow for me:
theres still alot off about this scene i think, alges growing through Captain Squid, not enough ZSpheres in the Rig for the Tentacles, colours dont add up, id like to add a schoal of small fishes to populating the scene, Suckers on Captain Squid were not able to get fused with the Squid Body, Tentacles on Mr Shrimp dont fit, etc
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now about the workflow for posing relatively high poly meshes:
-build ZSphere Base Modell and keep it save (as a duplicate subtool, individual tool, etc, just keep it!)
-sculpt
-polypaint
-do your thing
-duplicate any subtools that end up with only one subD level except its really just a few polies large
-remesh each of the duplicated subtool down to a low polycount (for ZBrush rendering and posing you dont need a perfect geometry, autoremshers are usually enough),
-increase their subD (do some math to get about the same poly count as your original subtool)
-do a Project ALL on the duplicated Subtools that now have multiple subDs from their parents subtools (i usually only have one pair active so i am able to spot errors more quickly)
-let Transpose Master create a pose mesh from your sculpt
-get out your original ZSphere Tool
-make it fit your sculpt (add for example more spheres for tentacles to get smooth, narrow bends)
-add a Layer to your ZSphere Tool
-Pose as you desire
-deactivate Layer
-add more Layers for different Poses and deactivate them to get back to the original Pose that fits Your Sculpt
-activate ZSphere Rigging in Transpose Master
-in your ZSphere Tool go to rigging->select mesh-> select the Tool which Transpose Master generated-> Bind (now wait a little, that might take some time depending on your Sculpts polycount in the lowest SubDs)
-activate the Layer of the Pose you want to achive and wait again
-in Transpose Master hit “Rig to SubD” or whatever it was and watch it do its magic…
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Summary:
Mr Shrimp vs Captain Squid showed that the above technique to pose a ZBrush modell gives You the advantage to pose quickly without performance restrictions and the slowness usually associated with posing high poly meshes where moving each ZSphere usually takes for ever, since you do not need to pose with a bound mesh but can do so before binding your sculpt and store each Pose in their own Layer.
This technique also allows for the quick creation of different morph targets for the sculpt which could be keyframed and animated.
Add the Turntable Plugins Ability to render Your Turntables with BPR and you can get some stunning results.
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a simply, maybe a bit too symetrical, Monster Bust
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and another monster doodle
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another simple doodlesketch
3 more male busts,
done parallely as subtools, swapping back and forth between them, switching sutools every time a bunch of songs i had running as playlist finished and started all over again…
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a weird ball
and another weird ball
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oh, and some more heads… and flowers, cause flowers are pretty!
aww, flowers are so pretty… awww…
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trying out some hard surface stuff and learning how a bike is made up appearantly and involuntarily… complicated things, those motorcycles
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Good and thorough work. It looks powerful.
Definitely Like)
Great job on the bike. The flower too for that matter :).
Ezra
still doodeling here and there on that last bike… slowly getting to the fringes of what my system can work with… and meh, what an abomination of a bike, i guess anyone who knows how to build them would laugh their butts off :lol:
still, its fun working with it.
btw, everything done in ZBrush apart from some layer mixing in Photoshop
around 16,5mil points