ZBrushCentral

Mountain Giant

Hi all,

This is my first ZBrush post :smiley: The work is still very much a WIP. Created from concept art for the LOTR: Battle for Middle Earth game. Started with ZShperes and used adaptive skin… only got to sub-d 7 and machine dies…

anyway feel free to crit.
a.vector

[attach=83098]giants_mountain_giant.jpg[/attach]
[attach=83099]MountainGiant v1.0.jpg[/attach]
[attach=83100]Clay Render Front v1.0.jpg[/attach]
[attach=83101]Clay Render Side v1.0.jpg[/attach]

Attachments

giants_mountain_giant.jpg

MountainGiant v1.0.jpg

Clay Render Front v1.0.jpg

Clay Render Side v1.0.jpg

hi,

did some tests with the head:

test1 front side.jpg

let me know what u think :smiley:
a.vector

Attachments

test1 left side.jpg

test1 right side.jpg

looks like a good start.
ifhe’s made of stone…than why does he need a stick :wink:
as for the model…his face is looking a bit flat, on the concept sketch it seems a bit more refined.
like the nose has a shape on the sketch…the models nose starts out nice at the nostrils…but than the tip looks like the wax got to hot and it start to slide of his face.
hope your not taking this the wrong way…cus it looks promising

thanks for the crit, always helps me get motivated!!

Ja I suppose the stick doensn’t make that much sense… originally the stick was while he was still alive and fleshy… I’ll have to make another plan…
i suppose if he was turned to stone by some nasty person then the stick could have stayed in his hand but should be rotted and old and have weeds and moss growing out of it :laughing:

I’m thinking the final piece will be him in a courtyard of some ruin and that he has been there for a long time so will have some ivy growing on him etcc…

ja now that you say it the face is too flat and the nose shape is wrong, thanks i’ll work on it :slight_smile:

a.vector

ps i love crit so keep it coming :+1:

It lacks a real sense of anatomy. You should think about where his muscles are and how they function, look at humans and other animals in particular.

His upper body is ok, and I would focus most of my attention around his leg, waist and head. Seeing as your a beginner though your doing well! Keep it up.

Attachments

Cave_Troll2.JPG

cave_troll.jpg

Dryn: Thanks for the crit, sorry for the delay in replying I got stuck into a different piece… anyway been working on the anatomy. Still a way to go but it’s getting better slowly :smiley: I am not sure what to do to the head to make it better, any suggestions?

I decided to try get the anatomy right and then I’ll try redoing the skin texture…

a.vector

Attachments

Test v1.0 front.jpg

Test v1.0 side.jpg

Test v1.0 back.jpg

been working on legs, teeth, eyeballs, arms, skin etc… still got a way to go on muscle definition and skin surrounding eyes…

[MountainGiant v2.0.jpg]

so i did some more updates here and there and since i have been messing with rendering zbrush stuff in blender with displacement i thought I would give this a go :smiley:

This is with a 32bit displacement map in the normal direction.

Attachments

test v0.1.jpg

here are some renders done in blender using a displacement modifier and colour, normal, spec and cavity maps

I realised that the sculpting is still really bad and that the topology isn’t great. So I think I might leave this piece as it is for the moment and do a proper anatomy study to figure out how to scuply muscles correctly.

[attach=99977]giant0000.jpg[/attach]
[attach=99978]giant0006.jpg[/attach]
[attach=99979]giant0012.jpg[/attach]
[attach=99980]giant0024.jpg[/attach]

Attachments

giant0000.jpg

giant0006.jpg

giant0012.jpg

giant0024.jpg

I think you’ve done a great job. I’m a totally N00b though :frowning: How do you get the textures you paint in Zbrush to export to Blender? I can’t get it to work…are there tutorials out there…I’m sure there are, but I can’t find any good ones??? Please help!

Thanks!
Keep up the good work!

Hi,

I absolutely agree with Dryn concerning the anatomy, that’s why my main criterion is that compared to the anatomy and the ovarall look of the initial concept design sketch above, this model looks quite naive, or at least less realistic than the sketch. Normally -since this is a sculpt- it should be the opposite. I assume it would look way better if you’d rework the anatomy and sculpt some more details (as in the sketch) before you begin with coloring.

Hi A.vector, Nice design. My main crit is based on your transition from sketch to sculpt. Your initial design showed a slimmer approach to his overall shape. One thing you did correctly was blocking out the forms, but you kept it square. I would suggest you bring back your concept sketch right behind your model and place his limbs exactly at the same place. From there make sure your muscles stand out, but not as in bulgering out but more sculpted in.

Keep it up.

dranders208: Hey thanks man, but the anatomy is still really bad its got a long way to go… As for exporting the textures, you can read about it on the zbrush wiki. But it’s really easy, if your tool in zbrush has uv’s then you have polypainted him, then go to the highest res and click on col->tex in the Tool pallette. That will produce a colour texture from you polypainting that can be used in bender. Just remember to use textures in blender from zbrush they need to be vertically flipped, you can set this to happen automatically in zbrush in the export settings or just do it yourself. If you like I can explain normal and displacement mapping but I’m not sure f you where only after the colour one…

Hurdy Gurdy Man: You nailed it completely, I’ve actually smoothed away alot of the details (not quite finished doing this yet), did a retopo to get more polys in critical areas like the nail edges etc… and chucked the texture work to try and do exactly what you are saying, here’s a small update. Any advice is most welcome as I have a loooonnnggggg way to go on anatomy!

Just looking at what I uploaded, I think I will try and completely smooth away the skin detail before I carry on with the anatomy work.

Zspark: Sorry I missed your post in my previous reply… I think the update shows a better correlation (ps the sketch isn’t mine) but that is a good idea. I have tried that in the past in zb but I got funnies with my model going ‘through’ the background image, I’ll try it again and see if I can figure it out, I think I just have to get the z depth placement right before I go into edit mode on the tool…