ZBrushCentral

ReplicA's workflow walkthrough for game models

Try this one on for size.

[attach=45892]BladeWorm-Max_15.jpg[/attach]

More texture, and lighting edits, and a change of camera angle.

When posting a new image before your previous one has dropped off the bottom row of thumbnails, please do not create a new post. Instead, edit your previous post and upload the new image within that.

If you want, you can change the tags for your previous image from [ATT] and [/ATT] to [ATN] and [/attach]. That way, your old thumbnail will be removed and the new image will create a new thumbnail.

You should never have more than one thumbnail in the bottom row at a time.

Thanks!

Hey Rep, I think this is a great model. Everything has really come together. The one thing I must agree with is peoples comments to do with lighting and the texture but as you have already mentioned you are still learning in this area. Try dimming down the lights a bit or try setting up 3 point lighting with shadow decay.

Have you tried messing around with an SSS material for the skin and eyes? The results are really impressive and can take the presentation of the model to the next level. Anyway up to you, don’t feel like im forcing you here, It was more for my pleasure really :smiley:

Aurick, the second to the last pic I upped, turned into text a little while after I upped it. I changed it back to the pic, and the bottomw row dup pics happened. Sorry about that. I’ll try and watch it.

eboy, thanks. I have tried an SSS shader in MR, but it darkened everything, and made it look really weird. The spec looked decent, but other than that, it screwed the pooch big time. I’m still working the lighting, and textures, hopefully I’ll come up with something everyone likes.

great thread jeremy! like the model too :stuck_out_tongue:

I really like the way the texturing and lightings going. I often find peoples concepts look more alive than their final renders but this is really starting to look even more stylish and alive than the concept now.

Oh and to answer you from earlier ReplicA. I was interested in the technique you used in the video and the video explained much of that for me, thanks. Ive looked into pelt mapping and Cinema 4D 10 has something like it but I was only using C4D9.

Anyway I have to learn how to model in other more industry standard pograms, like max or maya. It cant be all that different, its still points polys and edges hehe. My university may be getting Maya, does that have pelt mapping? Ive used max before but I really dont like its interface design but if I have to I will persevere.

Hey Silver. If you want a standalone uv mapping program, get a hold of Deep UV. You can import the obj file, unwrap and then export it again as a obj. Deep UV’s tools are very easy to understand and it’s very quick with good results.

Well I enjoyed watching your process. I learned alot about what you game jockeys do and it was very interesting, considering it’s one approach of many. I also think this is a valuable thread for others doing game work with Zbrush and other tools.

Thanks. :wink:

Thanks a lot for the comments guys, I’m glad you enjoyed the thread.

pete330, Thanks, man, it was fun making this thread, and the model.

SilverTalon, thanks for the comments. I’m not sure if Maya has pelt mapping, I don’t normally use it. I’ve never been a fan of it’s interface, or modeling tools. About not liking Max’s interface, it’s no big deal. Most people get used to the software they first learn on, and end up not liking any other interface. You’ll probably have to get used to using them, though, as Max and Maya are more standard apps.

eboy, that’s very true, deep uv has some very nice tools for unwrapping objects. It’s not that hard to dive in, and get used to, either.

Jason, thanks a lot, I’m really glad you enjoyed the thread. I know most of the replies in it were mine, but I totally understand why not a lot of people replied. And in a way, that’s a really good thing, it shows I explained things in a way that kept people from having to ask a lot of questions. :slight_smile:

I’m giving some consideration to making my next model a high res one, and forgetting the limitations of game modeling in it. I got the gnomon dvd, character modeling for production, and I wanna try some of those ideas out. I’ll see about taking video of some of it, and posting what happens, but I can’t make promises on it, as my computer isn’t very powerful, and the vid capture software takes a lot of resources. I’ll try and get most of it, anyway.

WOW…been away for few days and this thread is already finished now :slight_smile:
looks awesome Rep! love it…yhe color/render can be improved but to me he’s just fine the way he is!
waiting for your next thread man!
concerning maya, it has a plug that does the same thing as the pelt mapper but directly on the geometry,or you could just use the unfload tool that does a great job (pelt mapper like)

hey

very cool stuff, i will go through all your post later this year and try
to learn some more about game models…thx a lot!

Thanks for the comments. I don’t remember if I said this already or not, but I’m gonna re-write this thing, and put up on my site soon. The re-write is needed cause I forgot some things in a couple of places, and had to backtrack to get them right.

Abe, I’m REALLY glad you like him the way he is. I like him too. This little guy was a lot of fun to make, and I think he was a good subject for this walkthrough.

And thanks for the heads up on the Maya plug. I kinda figured there’d either be a plug, or MEL script somewhere that would do that.

Zmith, thanks, man, I’m glad you liked the thread. I’ve got a subject for the next thread, but I’m kinda debating on weather or not I wanna go game model, or high-res, cinematic model. I’m leaning towards high-res cinematic model, right now, but I’m not too sure yet.

I’m taking a break for a little bit, my niece’s birthday was Sunday, and x-mas is Monday. I don’t normally do the x-mas thing, in fact this will only be my second x-mas ever, but it’s a chance to see the kids I love, so I’m taking it. After that, I should be full steam ahead for more actual work. I’ve been doing a head sculpt here and there, kinda following Kylphur’s ideas of a lunch hour sculpt, so I’m keeping myself busy.

Anyway, new model soon, and hopefully that one will be as much fun as this one was. See ya. :wink:

[EDIT] BTW, thanks for the stars! 3 full sets, I kinda like that. :wink:

Hey Rep, your work and help is always appreciated. Looking forward to your next model. I second your idea for an animation model, would love to see what you come up with. Right now I guess enjoy your break and a happy early xmas from me :smiley:

Thanks, eboy. I know a lot more people enjoyed this thread than actually spoke up, and it was fun to make. On the subject of tutorials, though, some stuff has come up, and I have a whopping $40 to my name, and no job, so getting my reel out is going to take precedence over those videos I promised. I’m almost done with the content for my reel, just need a few more models to round it out nicely. But the point being, I’m gonna wait till my reel is done before I get started on those vid tutorials. I hope you guys understand, and aren’t too disappointed.

Anyway, I’ll start my next model soon, as I’m itching to get back into it, even though I’m still at the start of my “break” :wink: And it WILL be a cinematic res character, just to break up the monotany. So see you here soon, later!!

hey,

so many characters have been done…it would be nice to see some
more environmental or semi-organic models. (eg seb*s stuff)

i work on arch stuff alot - there is little info on that subject here.
>> look

Hahaa, thanks for stopping by, Zmith. Yes environments are nice, but bore the living **** out of me, same with bust sculpts. I’m a character modeler, so I’ll stick with what I know. :wink:

since it was a long time you havent posted anything,i thought i’d say hello :slight_smile:
when are you coming back with new crazy models ? :):slight_smile:

Hey, Abe. Hi, back at ya. :wink:

It sure has been a while, huh? I wouldn’t mind posting something new, and I am working on something now, but there’s something keeping me from posting. Not trying to be dick, or complainer, or anything, but I can’t get any useful models out of zb3. I know there’s work arounds where you export to zb2, and do the normal mapping there, but I haven’t gotten decent results doing that. And until I can get something out of zb3, I’d feel weird posting mudbox models here, ya know?

But maybe zmapper will come out soon, and I can try again. Sorry :frowning:

no problems! i know exacrly how you feel! i miss zmapper so much lol…you can still post the high rez for now if you have any :wink:
concerning mudbox, if you posted them somewhere, i wouldnt mind the link in a private message :wink:
personnaly, didnt do much work so cant really post anything descent…apart from that statue i did last year.i lost the dark elf model i was working on (it was quiet advanced and looked really nice with its armor and everything) but my hard drive died (lost everything!) gutted…since then, appart form my work model that i cant post, nothing :frowning:
o well ill try to prepare some stuff to post along yours…might be fun to do model “contest” for the sake of playing around(you know, use a cool concept, and try to make it our own way etc…
anyway, no pressure (im the lasy one anyway haha)
meet u soon (in the virtual word that is lol)