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SketchBook - Rob@t

I’m gonna try this! Thanks!

I have a tablet already and I LOVE it hahaha I wouldn’t survive without it!

Where do you search your references? I mean… I look for a bunch of pictures and cant find good references for some stuff, and folds are ones of those I cant find…
Im sculpting a character with the pants inside the boots, like your guy, and then I extracted the pants using the mask tool and tried to do the folds looking like the pants were inside the boots, but I couldnt achieve it in a nice way :~

Just through Google mostly. I’ll do some general searches for whatever it is that I’m attempting to model, and then I’ll decide upon a more specific model and execute a search for that. For instance, I’ve gathered a folder of 200 or so images of random gas masks, but then have another folder of just the Avon FM53 model which I based my model on.

Generally, manufacturer sites have nice hi-res photos of there product, so that may be a great place to find some ref. For the suit I found several different safety equipment manufacturing companies where I was able to look at the different suits on live models, which helped a lot with getting a feel for the material.

Thanks Rob@t, tracks1 works nice with my alpha :slight_smile: I suppose you are right with this tool combining (different software). At the end it is all about the final result anyway. Nice job with the mask I really like it!

Thanks again!

how did you start your base mesh i’ve bean useing 3Dsmax for years and just never new where to start it what methhood did you use to make your base mesh for the mask and did you use Rev pics in max or just look at them then model? because i cant model without useing revs when i do it looks so off

for examble im trying to make army pants but the paportions are very off

the proplam is i have to revs lol

and i like the topology of your mask real pro stuff

Well, for some people, it can be helpful to paint the topology over one (or more) of your ref pics in some form of painting app. This gives you a chance to game-plan, and make mistakes and correct them before you ever actually begin the model.

For the mask, I just broken everything down into simple shapes first. I blocked it out, then just went about the process of detailing. The main challenge for the mask was just figuring out how they were put together, and then you just mimic that process.

I personally don’t like to use reference planes, just because earlier, when I did use them, I often would forget about design and just try to copy the shape. So, i like the freedom to take little liberties with the design if it benefits the piece as a whole.

And with your issue involving the army pant proportions, a good way to keep yourself in check is to keep an unclothed basemesh subtool underneath. This can keep you in check, and help figure out how the fabric will interact with the underlying figure.

thanks for the reply i herd about the painting revs but never tryed it i think i might now and i never tryed useing a base mesh to make pants boots .etc
so thanks;)

Here’s a quick update with where I wound up taking the Hazmat sculpt. This was always intended to be a game-rez project, so here is the low-poly in Marmoset with the Normal and AO Maps applied.

[attach=269371]Tabor_HazmatBake001.jpg[/attach]

[attach=269372]Tabor_HazmatBake002.jpg[/attach]

Not to clutter up a zbrush forum with non-zbrush stuff, so here is the result some doodling i did yesterday - A mermaid, if you will. :stuck_out_tongue:

Tabor-Mermaid_Zbrush.jpg

I think I overdid it with the alphas lol, but it was fun and refreshing to take a step back from pushing verts around on the Hazmat model all week. :smiley:

Attachments

Tabor_HazmatBake001.jpg

Tabor_HazmatBake002.jpg

Some nice work here, but that is one butt ugly mermaid.

haha, thanks dude! :lol:

great work on the game res model :+1: by the way witch game do you want to put him in:question:

Thanks :slight_smile:

I didn’t have a particular game engine in mind when creating this, I just sort of aimed the specifications of the model towards a modern PC game (just over 13,500 tris and using one set of 2048 textures.)

I have some experience with modding Unreal Engine, primarily through UDK, so if I were to actually get this guy in game somewhere, that is where I would probably try to do. The new CryEngine SDK would be tempting as well, but I’d definitely have to do some research. But for now, I think marmoset is as far as this guy will get as far as playability, but if anything else happens I’ll be sure to let you know :smiley: