I’ve been following this post as you’ve assembled this guy. Terrific work! Love the concept, sculpt and textures. It has it all. Can’t wait to see this guy in an enviroment!
Very cool project.
very nice. Games workshop do have some fine designs to work from.
I think that the wrist looks funny though. … sort of like the hand is stuck on the end rather than being a part of the arm. Might be just me .
The shoulder claws/talons/arms are excellent. love them.
I’d be interested in seeing the low poly base mesh to see the level you work from.
Can’t wait to see the textured model.
El-d
Well, a weird problem has presented itself.
I exported subd level 2 meshes out (also tried level 1) to XSI and adjusted the proportions. When I load the tool and import the mesh back in (at the appropriate level), it loads and the shape is fine. However when I go up the subd levels the details are smoothed out.
Any ideas? I’ve never had this occur before.
Nice creature and nice details I think the only thing that bugs me are the arms, doesn’t jive with the rest of the character… a little too close to human I think.
Did you made those body parts seperatly, and if you did how do you “glue” them in one single mesh, is it posible to do that in Z2 or you have to use other program?
Btw exelent work
I built the base mesh in XSI as pieces, then I imported one into zbrush and sculpted it, then did the same with the rest. It let me get up to about 2 million polys per part, instead of 2 million for the entire creature. That high poly render was only me placing and dropping the parts to the canvas, so they weren’t actually connected.
Here is the low poly game model, I’m aiming for something like what I have read characters in Unreal Engine 3 (such as gears of war) use. I read they use 10k triangles and two 2048 textures (holy **** aye?). This thing is just over 9,300 (hey, Alyx in HL2 is over 8k!) and a single 2048 normal map.
Still got some proportions to tweak, and I need to fill in the part where all the mouth tentacles converge in the middle.
[](javascript:zb_insimg(‘41583’,‘LictorXNtest5.jpg’,1,0))
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great creature ! and detail !
with good texture its seems like top row work
can you show us the wire of the parts?
cheers
Sure, I’ll get around to showing wires at some point. The low poly mesh with the normal map is a different mesh than the bits I took into zbrush for the sculpting, so I’m not sure which people might want to see.
Anyway Been adding more detail to the normal map. I think once that is done I’ll take the model into zbrush and throw some colours on in there to test colour schemes. Then touch it up a bit in photosohp.
[attach=41838]lictorxncomp1es5.jpg[/attach]
[attach=41839]lictorxncomp2zp5.jpg[/attach]
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I’ve restarted texturing a few times now, I just wasn’t happy with the way it was turning out.
Going for a lobster type look, at the moment just focusing on the exoskeleton. Once that’s done I’ll do the soft parts and the striated areas seen through the holes in the skeleton.
This is a realtime screengrab from xNormal, no specular map yet.
Hope you like.
[](javascript:zb_insimg(‘42046’,‘LictorXNdiff4.jpg’,1,0))
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Texturing is nearly done. Got to clean up a few things and assign colours to the spikes. And a few small touches here and there.
I’ve been trying to fix some seams using zapplink, but I’m having problems. I drop it with projection master, choose document>zapplink and unshaded. In photoshop I fix it and save. When I go back to zbrush, the zapplink box doesn’t change, it just stays as return to other app (and whatever the other option is). It isn’t changing to show the update button.
This happened before, then at one point it as actually working properly (I don’t know why). Now the problem is back. Any thoughts? I’m using the PC version btw on windows XP.
[](javascript:zb_insimg(‘42267’,‘LictorBigRend1.jpg’,1,0))
hey chris lookin cool
to get zapplink to work u need to flattern the layers
that should sort that problem out
you should also look in to painting some of the normal map in rgb in photoshop as there are quite a few errors in the mapping
keep it up mate
The only thing that I can think of would be to return to Photoshop, add a layer and merge it back with one of the starting layers, then save again. This doesn’t make any changes to the document, but could allow ZBrush to recognize that the file has been edited.
Hi Lupus,
I encounter this all the time. If the zLink Window doesn’t update, go back to Photoshop hit save again and switch windows again back to zLink. This usually forces the refresh. Hope that helps. Cheers.
Cheers, I’ve actually tried all that hehe, didn’t help I’ll try again though, as software has a tendency to hate me (the other day photoshop didn’t want to paste into a mask until I quite the program and restarted, then it worked fine, days before XSI decided to set the undo level to zero…).
I’m actually going around fixing up the normal map as we speak hehe. There were actually a few problems with the uvs I’d missed (the model is mirrored offcentre, so when I deleted the extraneous polygons, I deleted some from the wrong side).
Back to zapplink now <crosses fingers>.
That last image actualy looks very good. The colours really work.
Cool model! The latest render looks good.
If the ZAppLink document is open in Photoshop I find theres no problem, but if it isn
t then I get the error you mention. My solution is simply to go there and back again twice, once to get the document up and active in Photoshop; once more to edit the texture. I don`t even save on the first go. Works every time!
Cheers,
R
Managed to get zapplink working ok.
I’m calling it done now as I need to get started on the next character. I could keep going on with this one for awhile, refining it further, but I need to get moving
I’ll post wires and stuff later, when I can be bothered hehe.
9,213 triangles, 2048x2048 normal/diffuse/specular maps
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High res:
http://img279.imageshack.us/img279/4123/lictorfinalrender1highri4.jpg
very well done.
can i suggest you email that picture to one of the forgeworld staff?
forgeworld = model cast designers for warhammer
Great model! And fabulous result for the low amount of poly’s!
Lemo