ZBrushCentral

Lictor

Keep up the good work!

lookin really nice mate didint expect anything less from you
any chance u could stick all your pieces together to give a better idea of how the character is goin to look.
keep it up bud

Cheers :slight_smile:

Stuck the bits I’ve done in Zbrush together (well, placed them close to how it should look finally).

[zCompTest3s.jpg](javascript:zb_insimg(‘41009’,‘zCompTest3s.jpg’,1,0))
High rez http://img140.imageshack.us/img140/1183/zcomptest3vk9.jpg

Very nice modelling and detail.
Got a good Crustacean/insect feel, claws are particularly impressive reared up like that.

can’t wait to see the final model nicely rigged and animated! :+1: :+1: :+1:

great ZB control :+1:

o this is looking swwwwweeeet…I saved the wips lol…loving this truly.

Cant wait to see the head…

Ron
[email protected]

hey Lupus

This is an ultimate one…
Superb execution…

Will have to be included in the ZB hall of fame…

FundaG

late nite was it?
looks mint really lookin forward to seeing this finished are you goin to lookin in to texturing for this or are you goin to go down the 99%SSS route with basic colours??
my only crit is that i dont think that the legs compliment the rest of the model. i think there is too much noise detail rather than defined detail like in the arms

Those claws are just amazing, fantastic sculpting Lupus D’Scotia youve doing a really cool beasty here. The finnished piece should be amazing. Top Row for sure.

Ouch !
Great job !
It will be a cool stuff !

I smell a top row model in the works… Nice job man, You really pay attention to fine detail.

Yep, good stuff:+1:

TD

Wow, cool! Love to see more 40k stuff here and your Lictor has a damn good quality :cool: Even if I’m a hardcore noob, I work on a Kroot at the moment, but I still build the basemash in Maya, so no ZB work on it until now on it… :rolleyes:

Been working on the head. Still much more to do. I’ll be working the web tissue stuff further down the tentacles so it flows better, then carry on with the rest.

[Head2.jpg](javascript:zb_insimg(‘41205’,‘Head2.jpg’,1,0))

Calling the head pretty much done, now to the last bit: the arm.
[Head7b.jpg](javascript:zb_insimg(‘41252’,‘Head7b.jpg’,1,0))

that is a one sexy tyranid!

Looking very cool Lupus :+1:

his model’s gonna be very cool… just a few questions:

  1. If it is a multimesh, how high did the poly count go up to in each part?
  2. Did you use any normal o bump map or is it just good old high poly count sculpting?
  3. How are you match body parts sculpting individually each part? ei: neck and torso
  4. Are you going to take this model into another 3D app… how?

Thanks and keep the good work going :+1:

Cheers.

  1. The count varied on each part due to the count on the base meshes. They range from about 900k to 2.5 million.

  2. Just high poly scultping. This is the high res souce for a game model (arbitrary mesh) and I don’t think you can use a bump map with the high res and have those details baked into the normal map.

  3. I broke the original mesh up along natural seams that are pretty much hidden anyway, so even if the meshes don’t match up it shouldn’t be noticable. But applying the normal map as a texture and blending the seams with the paitn tools in Zbrush should help.

  4. I’ll be exporting mid-range versions of each part back into XSI and building the lowp oly model around them. I’m going to try doing the normal mapping in xNormal, but that depends on whether my compute will actually be able to export the highest level models from zbrush.

hey great work,

can i get ure email, need some help, on my model :slight_smile: