ZBrushCentral

Quester's Sketchbook

Grugi : Thanks, man, for stopping by. I do plan to go back and add some small detail and eventually bring him into Maya to render him properly… but that will not be anytime soon :lol:

Well, its been a LONG time :stuck_out_tongue: But I’m here. Been busy with classes and stuff. Anyways, I am in my Christmas Break and wanted to show you guys what I been up to. My next project (not that I completely finished the Hydralisk) is to make Zeratul the Dark Templar.

This is BLIZZARD’s Concept art of him (remember, my project is to make art based on other people’s concept art, not my own)

[attach=124813]1.jpg[/attach]
[attach=124814]2.jpg[/attach]

Just so no one gets confoosed I am showing you MY Wireframe this post. I plan on ZBrushing him when I’m done putting on all his armor and stuff.

really like that base mesh. With that as a starting point you don’t need to do much in Zbrush. I also like your other work posted here at ZBC. Looking forward to see more posts from you.

Hey Quester99,

Good job on your work and your work ethic. Keep it up. Like was mentioned before, try not to let your forms/anatomy get blobby and amorphous. On your first character, it was kind of difficult tell what was muscle, tendon, bone, joint etc. Another thing that was mentioned earlier was deleting your top 2 (“detail”) subdivision levels and working from there. I’ve found that approach, to work on the lowest subd level I can for as long as possible, very helpful in establishing solid form and structure. One of my more recent epiphanies is how good or “done” a model can look only sculpting up to SubD 3 or 4. Maybe check out some classical sculptures by Michaelangelo or Bernini and notice there aren’t alot of small details, yet their sculpts are exquisite. As they often say, sometimes less is more. (I gotta admit, sometimes easier said than done :wink: )

As for your next basemesh, looks pretty good. One thing to keep in mind is balanced mesh density/edge loops. Making sure there is adequate and equal geometry throughout, and possibly extra in key areas like face, joints, fingers or areas of potentially higher detail. Looks like your model could use some additional edge loops around the bicep, forearm, neck/traps area, and his butt. Maybe a couple extra around the thighs too. Compare the density of say, your characters lower back, to his neck. To subdivide the model to get the necessary amount of geometry to add fine details to the neck, the low back geometry will have large amounts more geometry than will be needed, that will essentially be “wasted”, therefore limiting or maxing out your max polys per mesh without getting the most of your topology. Know what I mean?

Not tryin to pick you apart or whatever, just offering my input like I always appreciate from others. Good job and keep it up.

moonlitmaverick : Thanks for stopping by, man. I don’t need much Zbrush when it comes to proportioning, but I do need a great deal of Zbrush for the detailing (cuz I ain’t gonna depend on texturing for details :lol: )

fattkid : Hey thanks, kid. I really do appreciate your comments (and don’t worry, I didn’t think you were tearing my down :smiley: ) I am gonna try to limit how many subdivisions I dow this new model. I agree with what you said about the other model, my Hydralisk, being hard to tell what was what. Bernini was awesome, but his scultpures had subtle detail and had awesome composition (they always looked like they were doing something) so I don’t think my work could be compared to theirs :lol: Just making T poses or close to it. Thanks for your pointers on my basemesh, btw. Fixed him up a bit (still could use some fixing up, though)

Well, I tidied up the wireframe a bit and made him his ‘hair’ (the Protoss don’t have hair, those things just resemble hair. They are supposedly used to enhance their psychic ability, sorta like psyonic emitters or something…).

Now I get to start the armor :stuck_out_tongue:

C & C’s welcome!

Hi! Nice to see something new from you.The basemesh is a good start and looks better now, with the more evenly sized quads. I think it would be really cool to see this guy posed at a later stage,but I´ve read you want to stay with a neutral pose. Maybe think about it. Waiting for more :slight_smile:

Quester
may i ask you where do you find those Blizzard’s model sheets from StarCraft or any other Blizzard made franchies model sheets?

and i really love ur works on hydralisk.

Grugi : Hey, man, thanks for stopping by! I might rig this guy, I might not. I am taking a rigging class this coming semester and, if it really is a rigging class (cuz it might change into an animation class) then I will probably rig this guy, but I wanna finish modeling him and stuff if I wanna rig him. We’ll see :stuck_out_tongue:

taiwanesepie : thanks for stopping by! I wish that I would be able to tell you where to find modeling sheets. The only reason why i found Zeratul’s sheet is because it is in blizzard.com (it is also in their fankit download for StarCraft 2). The only reason why I found the Hydralisk concepts is because I was looking around in the art section in StarCraft2’s site. But there is no place that I know of that offers Blizzard model sheets… I wish there was. I decided to make these two characters because I found a lot of concept art for them and the assignment was to use someone else’s concept art to make my models.

Okay, so I been workin on Zeratul’s armor. Here is what I have so far. I have done both shoulder thingies, the knee armor and the shin armor. I still need his chest armor thing (that has a chest and a back part to it) and his Psi Blade. And then I need to work on his cloth and THEN I can start Zbrushing :slight_smile: But I’m probably gonna actually take a break (for obvious reasons :smiley: ) for a bit, but then I’ll get right to workin on this guy again. I wanna get as much done as I possibly can during the Christmas break.

First off, very nice work.

What program did you do your base meshes in?

How was the process of transfering your OBJ files… If thats what they were.

I’ve had Lightwave 7 for ten years now, and have just purchased Z-Brush. Im much happier to start in Z-Brush, however I still want to be able to Animate, and Utilize the special effects. I use LW7 for a lot of Booleen creation, and simple animations. Camera flys, gears, or Dafting style concepts.

Dropping a complex mesh into LW7 is a nightmare so far, locks it right up, basic low polys seem fine.

Long question short Im in the market for a very compatible animation suite for Z-Brush.

This one is going to be so beautiful. Concept sketch is terrific! Keep up the great work!

this is my one of my favourite units in all of starcraft :bulb:
and maybe as a third model you could do the carrier or the archon :grimacing: :stuck_out_tongue:
keep up the good job and im waiting for updates :+1: :+1:

woot
i see, thanks for telling me Quester99

i really love ur works
i want to see more updates for that from zbursh tho lolz
EPIC!!

SavageBliss : Thanks, man! I made my basemeshes in Maya. And to take 'em to Zbrush I do convert 'em into OBJs. I used to use Lightwave 7 (that is the program that I learned how to model in, actually). No modeling program such as Lightwave or Maya could handle models millions of polygons in size. You don’t export your Zbrush models and try opening them in Lightwave :stuck_out_tongue: I tried opening my Hydralisk head that I exported from Zbrush in Maya and i got it open… but that was about it. It was 4 million polygons btw. People usually make displacement maps to get their Zbrush models into a program like Maya or Lightwave. (it really depends on their needs, though, cuz some people like making 4k polygon models for games, and they just make normal maps to accentuate their models).

DAnconia : Thanks DAnconia, but credit the awesome guys at Blizzard for that sketch :smiley:

acb12 : The dark templar was one of my favorites as well. I dunno wut I’m gonna do as a 3rd model yet (or if I’m even gonna attempt a 3rd one :stuck_out_tongue: ). Thanks for stopping by!

taiwanesepie : Thanks, taiwanesepie! Zbrush updates coming! Don’t worry!

Okay, so after about 3 weeks of modeling, I have completed my basemesh. YAY! Well, for the most part. I have a question: Do you guys think that the hose that goes from his back to his Warp Blade looks okay? Do you guys think that the ‘tears’ in his cloth looks okay (at least when it goes to a basemesh).

Now I’m gonna start the Zbrushing! YAY!

C & Cs welcome!

Great Job. This is a very successful thread. From concept, model sheet, to model. Awesome.

Here’s what I started doing in Zbrush. COMMENT!

After this Hero Challenge and the Dominance War Challenge im going to start doing what you are. Modeling off of others concept sketches. Hopefully by the end of these two contests ill have enough knowledge to start attempting the level of quality that you are at. I learn quick.

With your experience, is it better to do the base mesh in an external program and then bring it over for detail in zbrush? Or better to sculpt it out real quick from a sphere or Zsphere then retopoligize everything? Have you used Zspheres yet? It seems like the right tool for the hair on this particular sculpt.

I literally am smiling with anticipation to see you finish this and have it all posed, textured, lit and rendered. Great work.

Comment Finished.

DAnconia : Comment acquired :stuck_out_tongue: Thanks, man. I have used ZSpheres. I am not comfortable using 'em yet so it is still better for me to use Maya for basemeshes. But I did use the ZSpheres to make the little legs on my hydralisk… I think… or i might’ve started with ZSpheres and then brought it into Maya to fix up. At any rate, I do see the use of it, but I’m not experienced enought with ZSpheres to tell you when it would be better, but I guess it would depend on the cituation. This is only my second model in ZBrush :stuck_out_tongue: I am also anxious to see the final product on this model. Thanks again for stopping by.

Started hashing out the basic shapes of stuff. The shoulder thingies look almost done, but they’re not. Tell me what you think!

[](javascript:zb_insimg(‘122528’,‘bigShldr2.jpg’,1,0))

nice work so far. really like the plates you sculpted. Keep going!

Im not that experienced with them either. Just getting used to them as we speak. they seem simple enough to use. I just hate retopology. But it is necessary.

DAnconia : They’re not simple for me… yet… retopology is of the devil! :stuck_out_tongue: Thanks, DAnconia.

Okay, so I been working on the body some more. Here’s a few pics on my progress thus far.

[](javascript:zb_insimg(‘122938’,‘legBack.jpg’,1,0))

Touched up the anatomy a bit more. Still gotta work on it, especially the face, hands, and feet.

[](javascript:zb_insimg(‘123441’,‘handCls3.jpg’,1,0))