ZBrushCentral

mech D

Hey, thanks for checking this out. Been playing with the forms on this guy for a while now, but haven’t been able to make much progress lately. The trouble is getting it to be a complete piece, really tightening up things and having the parts make sense. A lot of the pieces are just shapes extruded from cubes, which look ok from a distance, but the challenge for me is getting them to be actual mechanical parts with detail to be believable. So anything that could help to improve that would be great. Haven’t really gotten to the back as well. The references I mainly used were Vitaly Bulgarov’s amazing pieces and some of the great art from blizzard, gears of war or Josh Nizzi’s robots.

Crits most welcome, paintovers or suggestions would be especially awesome. Thanks.

-Good lookin out, Spell.

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Hi Universable

I don’t know whether you noticed, but the images direct to a broken link.

How to Post Images at ZBC” by aurick can help you solve the problem:

http://www.zbrushcentral.com/showthread.php?t=68060&page=1

Cheers

Spell

Im glad i could help with that, maybe i could give you some constructive crits on the mech, too :wink:

I think it’s looking good so far, but if you want it to be believable, you must first consider how would he move.
In this state, he wouldn’t be able to raise his hands to the side, nor back and forth, the same with his legs, because they
almost reach each other. You should decide where is his shoulders, chest, torso and pelvis are, and make the adjustments
from there (btw, a common robot pelvis is a T shape). You mentioned Josh Nizzi’s works as a reference, have you seen his
robot design dvd from gnomon? It’s pretty cool, and can help you a lot with these and the detail work too.

Good luck with it :slight_smile:

Cheers

Spell

Hey Universable,

I’m totally not trying to be a jerk, but is any of this actually done in ZBrush? It’s just that you’re in a Maya interface and you’re talking about all the extruded cubes, so that is why I ask. Just curious.

Thanks,
Dave

Id say the head is done in zbrush, and Id also say that the problem is that you’re using separated cube for multiple details, when you should just be cutting into one cube and moving verts. also using zbrush for hardmodeling of armor has seen some very nice results.

ZWolf -No worries bro, you’re right that most of it’s not zbrush. I just know this community more than any others, and appreciate the comments people make here. It probably would have helped if I imported the whole piece into ZB and taken the snapshot from there.

Framedworld -You’re right about the head. I used GoZ to bring it back and forth into Maya. Also, as you mentioned, I began by sculpting on a single mesh, and then extracted parts to build other pieces in Maya. Need to get a better handle on some of those 3.5 tools as well. Thanks for the tip tho.

Anyways, any suggestions still welcome on the character.

he seem a bit too bulky towards the top

Framedworld - Yeah, I was thinking about that as well. I’m trying to figure out a better shape for the shoulder, which might help the silhouette to be more balanced.

Spell - Hey thanks, I missed your advice earlier. The believability aspect of this guy is definitely something that has vexed me. Robots are a new subject for me, so I’ve been collecting a lot of references on anything mechanical. But being able to bring different elements together to form a cool and believable part is definitely it’s own discipline I’ve learned, especially to have it be functional at the same time. Josh Nizzi’s dvd looks really cool, I’ve thought about getting it, and his work is pretty inspiring for sure. I’ll keep working on it, gracias amigo.