ZBrushCentral

Legolas WIP

With all these goblins popping up its about time we had some one to stand up against them. So heres my take on Legolas. Modelled entirely in Zbrush and rendered in maya with one directional light.

Currently his at Level 3 and i propose to add a mask at the higher level and create a few different displacements maps for the blendshapes.

Any Crits are more than welcome.
Leg34.jpg

Attachments

Legfront.jpg

Bring his chin in a little bit…

http://lilithlotr.ejwsites.net/cards/TTTcards/foil10-Legolas.jpg

pretty good reference for ya.

The only crit I have is the hair it is too straight and perfect looking. Other than that it is looking real good.

Hehe, cool idea. Make it a good one!

It’s about time someone addressed the issue.:smiley: It’s looking good so far. I agree with the chin and hair comments. But, about the hair, I’m not even sure how you could fix that. Maybe easiest would be in Photoshop. I think he could stand to be a little fleshier, right now all his features look hard and to perfectly formed. I think the next subdivision level will help that alot though. Again, great work.

ditto… has that “hard” out of the box Poser feel…but a dang good model nonetheless…look forward to updates.
Ron
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Thanks for the comments.:+1: I will do what I can about the chin, I would say that Orlando has very little flaws in fact 5 moles and two fine wrinkles on his forehead so its been a little difficult trying to add some characteristics to him.

Also for the hair I am using the maya hair built around curves so it moves
around but I will add some messiness to the curves and see what happens.

Cheers

I will agree with the other comments and say that the lips might need bit more work… The eye need changing for sure It looks like they re made from paper now. This is goin very well so far, it would be awesome to see it perfect :smiley:

Heres the latest update on legolas. I finally figured out the bump issue with the sss shader (export engine) and brought the chin in a bit and gave him some finer details. I need to work on the lips and eyes next, time for some sleep now.

Cheers
LegolasV01.jpg

skin looks great. what shader your useing in maya.

I’m using the fast skin shader in mental ray. I have maps for all the sub surface attributes a spec map and a normal map as bump. The spec map was created using the zapplink in Zbrush.

Can you post the hypershade network in the thread. it will be usefull for me i was suffering for a long time to get skin feel in maya

Happy new year everyone, my lastest update to Legolas is below. Ganesh I used the same network as Antropus (sophia link I think).

I am using a normal map for the body and a bump for the face including a med displacement map. Normal map is Mayabest tangent and its working fine. Next is to create the quiver, the bow and knives and maybe a goblin head.

Cheers

Leg Body presmb.jpg

Here’s my lastest update.

Cheers

Front Pose 1.jpg

Attachments

Head Shot.jpg

Updated the textures on the torso, the others where too green for me. I’m going to give the details another shot of zbrush to really push them out.

Cheers

Attachments

Leg Front Pose 4857fghdr.jpg

Ok I’m almost finished, everythings been detailed in zbrush expect the hair which I used dynamic curves.

I have just began the rigging process so some of the folds might look a bit off but Im working on it.

In terms of the normal map Im now using the HR best setting (zmapper) as some of the details weren’t showing up using the maya tangent best. Any ways hope you guys like it.

Cheers

Leg Pose.jpg

renormalize(harden the edges, seems to be a shadeing problem) the hands and add more of grip to them on the weapons other than knowing the model, i would say its a good model, but since i do, i think it looks less sleekish from the actor. either way good attempt.