ZBrushCentral

NASA Astronaut Space Suit for Deadline

Hi there !

I’m very happy to show you my last work made for the game Deadline.

This isthe Astronaut space suit of the died hero abandonned since several years.

I made the high poly model in Zbrush with Dynamesh, and I used Max for retopo and Vray for rendering.

Zbrush gave me every time the liberties to experiment some different shapes and ideas with the possibility to increase the detail density very easily and fastly.

The Low poly model has 15 000 tris and 4k in maps resolution.

I would like to talk about the Ddo beta, I have used it during the texturing process.
Ddo gave me a great help for add some used details and dust.
I used the layers created by the Ddo baking to add them at my psd with my basics texture.

I made the frost and the bigger smudges with my personals brushes.

Hope you like it !

Cheers,
Alexandre.

Attachments

Deadline_spacesuit_highpoly_final_render.jpg

Deadline_spacesuit_poster.jpg

Deadline_spacesuit_spec_wire.jpg

Deadline_spacesuit_texturemaps.jpg

Deadline_spacesuit_final_render.jpg

Deadline_spacesuit_final_turnaround.jpg

Deadline_spacesuit_highpoly_turnaround.jpg

Oh wow, very nice

The output looks real nice and the hard surface equipment you have designed has come out very clean,…
having said that am just curious,you made those hardsurface stuff with zsphere retopo right?..would be grt if you could briefly mention your hardsurface workflow…:)…Thanks!

nice sculpt! nice renders man! what vray settings did you use??

Nice work, I like the helmet and ice particles. I used ddo and it seemed very good for texturing lowpoly characters. not so good for high poly characters as it needs the strong normal map to find the edges on a model to add the wear and tear to the recesses and edges.
Either way I would also recommend people give it a go. its free at the moment.

You are a texture master

Really well done!:+1:

Great space suit! It’s out of this world! :+1:

Excellent work! :wink:

Fantastic concept and execution, deserve the Top Row!

Thanks you all !

@Redsea: I think you talk about the workflow of Mike Jensen, I don’t use retopo or Zsphere in the high poly step, the retopo is used for the final low model.
I prefer the dynamesh and all the different brushes and tools like, polish, pinch, clay. I start from a simple sphere or of basic mesh of a human for exemple and I sculpt on it. When I want to create an seperate piece I use the polygroup from masking and the group split. All you need is just the time to refine all your mechs parts !

@Zborn: I don’t know you want to know something in particular, looks my screenshot below and tell me. This is a basic studio with 3 point lighting and all my lights and my cam are perfectly white. I prefered neutral color for renderer an Astronaut. No Vray material here, just a standard material.

@soulty666: Yes dDo is very highly recommended, he is of a great help in texturing. Maybe smarter than me when I give him a real AO map but that can pose some problems of time with a high poly. The better solution is to use Xnormal, he is very fast.
I used it for the baking of the high poly on the low and to create my AO map. 80M of poly but very fast in baking in 4k rez map with an 4xAA.
And this is just the beginning of dDo, I prefere don’t imagine this software in 4 or 5 years… This is a very good news to increase the quality of texturing.

If you have more questions, ask me.

Cheers,
Alexandre.

vray-settings.jpg
screen-viewport.jpg

wow awesome okay thanks for the information on the lighting setup and vray settings :slight_smile:
it was exactly what i was looking for thank you! keep up the great work!

Fabulous work. Well done :slight_smile: