ZBrushCentral

Little Dragon

I want to present you my project that im working on the last weeks.
The basemesh was done with Zbrush Zspheres and also the uvs and coloring.
The final picture is a composition with renders from Maya and Zbrush.
The Model was created to be a ingame Character in mind and i know i could
reach much better details with displacement map than like in this case with normal maps but it was not my goal to make a cg Dragon for movies.

Thanx Pixologic for a great Sofware and im burning to get GoZ Have fun watching this Threat

LDragon2.JPG (406.0 KB) [LDragon2.JPG]

Cute Design, What version of ZSpheres did you use? (31.1, or 3.5r2?)

Hi thank you very much i try to make a own style. I use Zspheres from Version 3.5 but less the great new functions wich im looking forward to use in my next projekt. Im able to realise every look in Zbrush and a mixture of Toon was my goal here and also funny in some way. :wink:

I think you got what you were aiming for! Good work!

wenna

Thanks wenna.

Here are of my other works but i lost the file bcause of an pc crash
I guess this character could has been my best work so far.

front.jpg (77.7 KB) [front.jpg](javascript:zb_insimg(‘159240’,‘back.jpg’,1,0))

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back.jpg

Today i want to present you my new project im working on. It is just in a early stage.

Head startet as a Box the body of the Woman and the spider were done with Zspheres 2. Its just in a kind of a blocking in Stage.

Widow_bak.jpg (70.8 KB) [attach=159924]Widow_bak.jpg[/attach]
Widow.jpg (87.9 KB) [attach=159925]Widow.jpg[/attach]

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Widow_bak.jpg

Widow.jpg

Been a while but im still working on her. I like the matcap the most i dont know why but it gives the modell a good look and the details are shown well
The character consist of 3 parts in her early stage my first step was to made one mesh with help of the topology tool which is a tough way.
( the scanning of parts wich are not currently visible outside the mesh makes the projection time consuming). But i made it so far :lol:.

Furthermore Zbrush 3.5r2 makes it easier to handle greater amount of Polygons and im possible to make much more details throug the new HD Projection for normal and displacement maps.
until next time;)

<img src=“http://www.zbrushcentral.com/pixo/atn.gif”> widow.JPG (303.2 KB) [widow.JPG]

awesome man!! keep up! :wink:

Lovely detailing… good work, keep pushing it!!!

Hi,

thank you very much to you two.

I cant stop playing Uncharted and Uncharted 2 for the Playstation i love those games but this 3 day i update my character:D.
Hope you like her and have fun :wink:
And she is still not done…

widow2.1.JPG (454.1 KB) [

](javascript:zb_insimg(‘163099’,‘widow2.1.JPG’,1,0))

Finaly done :lol:.

The whole texturing process was done with Zbrush 3.5 r2 and the model was in the end one complete mesh with 15 million polygons.
<img src=“http://www.zbrushcentral.com/pixo/atn.gif”> 2final.JPG (467.8 KB) [2final.JPG]

Hi,

In want to present you one of my newer models. Its a Ork archer i created during the last weeks.

For the most part i used Zbrush from texturing to retopolgy. Maya for Uv mapping. The low Polygon model ends up with 2950 polygons.

highpoly.jpg (399.7 KB) [highpoly.jpg](javascript:zb_insimg(‘169762’,‘Ork-Bogensch%C3%BCtzelight.jpg’,1,0))

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Ork-Bogenschützelight.jpg

the Ork low poly looks good, as does the texture, which is what worries me :slight_smile:

How big is your texture(s) for you low poly?
If you are going as low as 2950 I wouldn’t expect anything over 1024, but from the small details in the normal maps I am assuming you went 2K or 4K.

Polycount isn’t as big a deal as texture memory.
The low poly you have is fine, but if your textures are as big as I suspect I would recommend retoping the high,(keeping your texture info) and make a model around 4K-6K, with a 2K map,(possibly a second map for head/clothing) then you can always show the low as a LOD.

The knees do appear to be a little low.

You got me Turchick :wink:

for presentation sake i got very high resolution for a low polygon character by cranking down the texture resolution i also get some acceptable results. Thank you very much for your arguments wich is for sure a helping point and wich i will follow in terms of the shoulders they look edged.

The normal map for this render has a resolution about 1024 * 1024.

Orklow.jpg (68.5 KB) [Orklow.jpg]

ya the details still look fairly sharp,

In the end it all comes down to your target polycount/memory consumptiuon. If you are trying to put a reel together for a high poly company, they will want to see a higher polycount and sometimes LODs which this could be one.
If its for a MMO then this is probably as high as they need to see (but still showing your high-poly Z-brush of course)

If you want to keep current count, but improve shoulders, you have several poly’s around the belt buckle that aren’t contributing to its shape.
Happy modeling :slight_smile:

Im looking forward for a Job in a Games Company in Berlin named Radon Labs.
Also known for Drakensang but may be less abroad… its a nice rpg.

With my reel i want to show that im not depend on one gengre but also can realize a wide variation of Characters not only for games.

Thank you and im still working some stuff out for the Ork when it come to edgeflow, polycount and silhouette.

Its been a while and i want to show my wip that im looking forward to work on a next couple of weeks.

   I start the high poly mesh first but its only for retopology sake. Im not wokring too much on details at this current stage.
   
   Feel free to write youre opinion and thank you very much. 
   
 The concept art can be found at [www.firecrow78.deviantart.com](http://4.bp.blogspot.com/_7C_-QpOKkxM/S23hOj02CRI/AAAAAAAAAD0/CoEZkmOsnu4/s1600-h/Waldork.jpg)
   ( Im not the Artist )
   
    [Waldork.jpg](http://attachment.php?attachmentid=186783&stc=1) (137.9 KB)    [![Waldork.jpg|1200x1200](upload://q8Yl78B1OVglyD5dOVMnnn3n3dw.jpeg)]![ogresideview.jpg|800x600](upload://ejzMomgKGm26rPquIhFsbWIVft3.jpeg)

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forestorge.jpg

I changed the head a bit some feedback would be great also likes and dislikes
thank your very much:rolleyes:

[ogre.jpg](http://attachment.php?attachmentid=192173&stc=1) (248.2 KB) [![ogre.jpg|1024x1024](upload://hxkVzuXIKrfohsVXEc09KjB6Vl1.jpeg)](javascript:zb_insimg('193185','ogre9.mai.jpg',1,0))

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ogre9.mai.jpg