ZBrushCentral

Sketchbook of Sangius

it happens Sangius. But good luck to you with your texturing adventure :smiley:

Thanks darxx :wink:

In the last days i had some issues to handle again, but i found the time to get color on the chainsword at last. :wink:

chainswordupdate.jpg
*added noise, material and color. :slight_smile:

Attachments

chainswordupdate.jpg

I’ve made some updates and some new Parts for the Warhammer 40k Space Marine. (my personal longtime Project ;))

Spacemarine Update.jpg

More Updates on the Space Marine :smiley:


Space marine Update2.jpg

Looking good, very clean lines for the most part. I think it would benefit by having the chest plates smothed out a bit, and perhaps make the abdominal tubing a subtool of it’s own?

And that huge dreadnaught looking thingy a few posts up? Absolutely s-t-u-n-n-i-n-g!

Thanks, i’ll try to improve this.

I try to make a ā€˜base’ space marine for all purposes. :rolleyes:
Later there should be different parts and accessoires to make different space marines like Techmarines, Scriptors or Champions. :cool:

The Cyngar Centurion is not forgotten, but i got stuck in the project and i’ve to retopo everything and i’ll work on it as soon as i can. :slight_smile:

Hi there :slight_smile:

Here’s the Backpack for the Space Marine. C&C always welcome. :wink:
Space Marine Backpack.jpg

now i’ll work on the Cyngar Centurion again. Space Marine can lay down and chill untill my skills are better. :roll_eyes:

Very nice, you really nailed it. What is that, mk8, right? Great details, true to the original and I see you made good use of some nice looking IMM brushes.

Five thumbs up. :slight_smile:

Thank you very much! :slight_smile:

Don’t know which MK it is, i think its MK7 or MK8.
I used this reference pic and made some tweaks:
m2430626_99080101001_40kSMBackpacks_445x319.jpg

Most of the IMM Brushes i used were shiped with r4. I took the vents from the train- and spaceship-brush, the bolts are from one of the mechanical IMM brushes.
The only thing i missed and build myself were those small ā€˜prey patches’ (i dont know what their name in english are :rolleyes:):
Backpack closeup.jpg

I’ll share the brush asap, but i want to make more different patches. :slight_smile:

Oh guys … i can’t concentrate on Z … :rolleyes:

i’m so excited about Prometheus - Dark Signs. Can’t wait till tomorrow… :o

Hi there :slight_smile:
Update for the Cyngar Centurion:

Detailed the base for better size recognition, i said he would be a big Centurion, and he will.:wink:

Builded some destroyed buildings with dynamesh, gave the street a texture and cracks.
I made 2 sorts of fibers and the base alone without the centurion has about 500k polys.
Detailed the middle part of the body with IMM brushes, used some transpose-modeling and clipbrushes for hardsurface.

I love r4 … it makes technical and hardsurface modeling so much easier. :smiley:

CC Update1.jpg

CC Update2.jpg

C&C always welcome! :smiley:

That looks crazy cool!!
Really nice man!

Thanks a lot! :slight_smile:

Your transpose-modeling tut helped me a lot! :+1:

Very nice! Love the base, it really captures it’s size, just like you said.

Looks really good. Nice work. :slight_smile:

Thank you! :slight_smile:

I’m really glad you like it! :smiley:
In the next days i’ll detail the whole body in that way.

Only thing i’m a bit worry about is getting my really many subtools managed.
I’ve made a hierarchy for the items, named most of them and merged some of them for better control, but my List has actuall about 150 subtools.
Sometimes i get a bit confused by searching a special one. :roll_eyes:

Is there a way to make Groups of Subtools without merging them?

Example:
One leg has about 100 polygroups and parts without any detail-meshes and splitted IMM-tools.
I wish i could group the Leg into one group and then choose within this Group the 'minor’subtools like switching brush-type by hitting ā€˜M’. :bulb:small_orange_diamond:roll_eyes:

Hope my english is not too bad for explaining what i mean… :o

I don’t think there is. This was one of my biggest concerns during the Ork Nob project, since I also raked up a very large number of subtools. In the end I decided to say goodbye to all my subdivisions and just start to merge subtools, making sure they had logical polygroups for easy selection later on.

In general, the one thing I would like them to work on is compability issues between various functions in Zbrush. I often find that if I want to use a certain function, then I have to give up the ability to use another function first, and it gets annoying after a while. I love the IMM brushes, but since they don’t work on subtools with multiple subdivision levels, using one means that I either have to remove the divisions or create a clone to work on, either way it’ll break my workflow. HD geometry is awesome, but it also means I can no longer apply surface noise over the entire subtool using UVs and a custom alpha, and it stores it’s histopry on a separate channel, meaning going back and unchanging things can be a real hassle. Those are just two examples, but when all these things are put together it means that I rarel, if ever, end up with a model where all the subdivisions are stored…

Hi there :smiley:

Found not much time for Z, but here’s a little update.

I make my way detailing from part to part. The middle section is almost done. :sunglasses:
Did a small BPR renderupdate too, tweaked the shadows a bit.

Have to build some believeable connections for the hands… :laughing:

Hope you like it, C&C always welcome! :+1:

@JohnnyDestroy:

I know exacly what you mean … in example i wish i could handle more than one curve on the IMMbrushes.
It’s a bit tricky to arrange several tubes to avoid intersecting. But i love those IMMbrushes and the curvemode anyway. :smiley:
The issue with subdivisions and IMM is a well known problem for me. I decided the same way and deleted all subdivisions. :roll_eyes:

Closeup BPR shots without shadows and AO:

Final rendersetting Update:

I really like this latest work you have here Sangius! I only have a composition note to add, the bottom render, there is a hard tangent being created on the right side of the image where the vertical line of the pillar aligns with the elbow and almost with the shoulder. Not a big deal in the grand scheme of things but it definitely plays trick on your eyes. :slight_smile:

Thanks Arthaven,

haven’t seen this, i’ll turn the angle a bit for the final render.

I have an Idea for the pose, but i don’t know if i could reach my goal.

But my Idea is a scene of a destroyed and abandoned city,
the centurion rusted and abandoned too,
but still looking like a mighty sleeping god of destruction. :rolleyes:

Perhaps i’ll compose this later in PS… if my skills let me achieve this. :lol: