ZBrushCentral

mini DWIV entry: General KRRUX

Hey all,

I have been a lurker here for some time now (learning the tricks and studying the quality work here) and now that I have finally done something, dicided to post up my efforts.

This is my first sculpt and attempt at doing my own uv map and I am fairly happy with how it turned out. There are a number of things I can improve on and I wish I had more time… there was about 30 hours in the main sculpt alone.

I do plan to go in the main comp so this has given me a good taste of things to come and from the top notch stuff seen from everyone, I need to up my game :wink:

Any comments and suggestions would be appreciated…

Heres the final comp (not happy with it) but I was behind schedule and half an hour to put it together.

[FINAL_COMP1.jpg]allangles.jpg

Hey buddy! Good work, love the hard edges.

Nice work. I also like the hard edge feel to the armor :slight_smile:

thanx guys,

It was actually pretty frustrating to get to that design. I had spend 2 full days trying to get the shapes and style I liked as I was not happy with the original… In the end it seemed to have worked out ok and made the timeframe for texturing, etc soooo much shorter.

I still have so much more to learn about zbrush that would have made things easier but I have a lot to thank for the claytube/smooth and flatten brushes.

Things I’ll have to look into for the main comp i think will be normal and bump mapping from zbrush and the transpose and retopology tools. Projection master and polypainting probably wouldnt hurt either…:stuck_out_tongue:

looks great, and i love the style, but the final is way to low poly, yo over did it a little there ;d

everyone had to work with the same lowpoly base mesh… i really could have made it fit better though given more time… there are areas that look a bit wonky like the gold trim on the shoulders. the sculpting really pushed me and i only finished it with 1 day left for the normal and texture mapping so i had to hope it was a close fit :wink: something ill keep in mind for the next one… although restriction with the shape of the base mesh wont be a problem… polycount will be :wink:

PS. Thanx solidsnakexxx i followed your mantis character WIP and learnt alot from the process, I think a lot more of those techniques will come into play in the main war :wink:

just some close ups from zbrush

[a1.jpg](javascript:zb_insimg(‘131628’,‘a5.jpg’,1,0))

Attachments

a2.jpg

a3.jpg

a4.jpg

a5.jpg

Turned out nice,like the color scheme.