ZBrushCentral

Jurodan WIP (Death-Knight Inspiration)

hey d - cool one here, nice work :+1:
High-frequency details are going a long way -
and the DOF is great … cool color play too :wink:

Hey thanks Vexona and Super Glitcher!

Lol you mentioned color play but this was just 1 matcap for armor and 1 for face for presentation but yea it actually does also suit for a color scheme :wink:

Hehe ! Nicely done :slight_smile: You made me happy today :slight_smile: AAAAAAAAAAAAAAAAAAAAAamazing !

It is sin for me to judge so talented person like you Darukin :slight_smile: But Just one thing to make it perfect and finally to turn my head is to add more fine detail on certain armour pieces.

Perhaps you could do a little Making of ?
:smiley: PLEASE :slight_smile:

Just interesting to know how you managed to make such a wonderful armour :cool: I extremely would like to know how you managed to make those pieces of arm armour ?

P.S. I hate to say this but English is not my native language , so I beg you a pardon for any mistakes I have made and I also would like to know when I can say little and when I should say small ? I know it is all about things which I can count and which I can not count but I just messed it up :slight_smile: :stuck_out_tongue:

Hey ahtiandr!

Thanks for your kind words, they’re very encouraging for me!

But I’m not talented naturally to be honest :wink: it’s just a matter of getting the right technique and then hard work and patience.

And for you then, I sure will make a making of soon in that case for the armor. I might post it later though, but for now I can tell you briefly how I make it.

Basically what you need is an alright base mesh for the armor and lots of geometry i.e. divide lots of times. This guy has 20 million polys till now.

Then you just sculpt high-res armor pieces and I like to make rims using flatten brush and lazy mouse and for fine detail I use lazy mouse with stitch brush with an alpha which is a black and white image of the tilable fine detail design which you can either download or draw in 2D in illustrator or something. These alphas are from AsileFX. Also u can use standard brush with the alpha and drag stroke, and if you draw alpha detailing on something like cloth, use the elastic brush after to displace it simulating cloth while retaining that fine detail.

Thanks again :smiley:

Update

Not final yet, just WIP, started sculpting more of the bottom part of armor.

[TestRender2Thumb.jpg]

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DARUKIN!!!

HOW COULD U DO THIS TO ME!!!

i mean u have made my hair raise…briliant model yaar…
love the armour…wer u inspired from blizzrad…
pls do the stuff that u keep doing and inspire me…

briliant…

p.s-if u have time pls check my post(noobs work) and advise me!!!:stuck_out_tongue:

Very cool!

This is great! Awesome work! You requested crits, and I only have one…

I would say you tried the same thing I did recently with hair, and that there’s only one way to improve it. In ZBrush, the individual strands thing just doesn’t cut it. I would recommend redoing some more sculpted looking hair with larger individual bodies all connected to one, and then adding individual strands to diffuse it in Photoshop in post work. While it does look good for the availability of hair workflow in zbrush, it looks a little like spaghetti noodles. Now that’s just me getting creative for your requesting of crits! I just ran into the same problem last month. Treating the hair more like a sculpted statue’s hair will help a lot. It’s impossible to mimic a hair renderer in ZBrush unfortunately. Really, though, this is amazing and inspirational.

Thanks guys for the kind and encouraging words! :smiley:

But I’m confused because I noticed that 2 people gave this a 1 star so far and one person a 2 star rating.

It’s not that I mind so much is just that it must means that something is fundumentally wrong with this piece and I would like to know with a constructive crit if there’s something that really wrong with it to get a 1 star, and what it is.

Peace :wink:

i guess its the sword that is wrong…
it has much of organic feel than thhe hard surface touch that it should have(check out the edges)…
but thats just me m8…
and for me till now its
:+1: :+1: :+1:

Maybe you could just add more detail to sword ? I mean details like sharp edges and make it more damaged and old looking .

But I think Durakin knows what he is doing . He is putting big details first and then he will add fine details like cracks and so on :slight_smile: Or he will live it as it is . After all it is all about style .

Durakin thanx for small explanation on the armour parts :slight_smile:

Hey thank you neozerehan and ahtiandr! Hopefully I will fix all that.

Began texturing. This time though I’m not texturing in Zbrush but in Maya / MR

Here is a face color study (WIP) The paintover is an eyepatc as you saw before he has a mechanical eye.:

[faceColorStudy2.jpg]

That’s pretty ridiculous. While far from a 5 star sculpt as a WIP, it still has a ton of good detail. I would only pay attention to a 1 star rating here for personal motivation to make this guy that much more badass. And since you’re texturing in Maya, why not do hair in Maya?

Hey thanks m8, yea I did decide to do the hair in Maya after all once I fix textures / sculpts etc.

The only thing fundamentally wrong is the rating
system bro - just ignore it. Discipline is about
competing with yourself–that’s mostly mental,
so don’t let stuff get to you.

Don’t worry about the product, focus on the process-
that’s where your reward is & that’s whats going
to forge out your madskills :wink: With every piece you
make you get more efficient and you become a
stronger artist.

The model is coming along great, can’t wait to
see the end piece!

~sG~

Thanks to you also Super Glitcher and your support.
What you’re saying is so true :wink: and I guess I’m still young anyhow (17) and have quite a way ahead of me so no big worries there

As for now I like modeling alot, and have more experience there, but I really suck at texturing! I’m really new to texturing in Maya (this is my second texturing project in maya ever) and I can’t seem to get skin texturing right but I reckoned I can’t just avoid Maya if I want to ever mature in my rendering etc, so yea this is really all a learning process to me.

This is amazing work coming from a 17 year old! Damn. Bright future, just keep working…

how are you doing the hair? I like using paint effects and converting them to polygons, very easy, then taking that back into zbrush and sculpting on it a bit.

Hi polyguns, I’m using shave and haircut but I think yea thats a good idea for better result, do u have links to good tutorials for that possibly?

One last face color study: gonna start hair now. I also did this with final gather it’s first time I ever walk on these grounds with texturing rendering so i know itll probably show, these renders aren’t exactly as I wanted but it takes long to render and I’m new with all this :confused: By the way he has either mechanical eye or an eyepatch but i havent made them so that grey stitched eye is temporary.

And ā€˜sob’, hair is gonna be a pain lol

[faceColorStudy3.jpg]

Like you guys said it’s the process that matters though, I’m learning new things here all the time. Learnt sss first time last month with that sss skin test thread and now learning FG IBL and GI hopefully for the first time. Harder than I thought it wud be to get results you want and takes forever :cry: