ZBrushCentral

"The Potter" character

This is a character from a short I am currently working on with some friends. The base model is by Josh Burton. I am doing the Zbrush sculpting.
[attach=10662]ZBrush Document1.jpg[/attach]

[attach=10663]ZBrush Document2.jpg[/attach]

[attach=10664]ZBrush Document8.jpg[/attach]

Still a WIP as the body is still unworked. Just wanted to post the progress for everyone.

Thanks for all the help!!

Scott

Attachments

ZBrush%20Document1.jpg

ZBrush%20Document2.jpg

ZBrush%20Document8.jpg

Looks great so far!! Look forward to watching your progress!!

Updates to “The Potter”. I also incuded an image of the base mesh.
[attach=10665]wire.jpg[/attach]

[attach=10666]arm2.jpg[/attach]

[attach=10667]potterhand.jpg[/attach]

arm1.jpg

Attachments

wire.jpg

arm2.jpg

potterhand.jpg

Wow, it looks nothing like that kid in the movies.

You know, the geeky kid that does magic … What’s his name?.. lightning head… :smiley:

Nice model.

Good luck animating him, especially with the shoulders.

Revanto :stuck_out_tongue:

Thanks : )
From the prelim render it looks like the shoulder animates fine, I still need to tweak the subdiv settings to get the finer details tho and add a bump.

looks great, I like the back of the neck, any particluar technique, to get that rhino/elephant look?

Im working on a triceratops.

Thanks roguenroll,

I used a combination of several techniques I picked up from the incredibly talented artists on the forum, mainly alpha stencils in PM and the deco brush with all the settings dialed down low. Check this link
http://www.zbrushcentral.com/zbc/showthread.php?t=875&page=2&pp=15
for some more info.

I found also that creating the craggy skin texture in PM I could get a better effect if I accentuated it with a very low set inflate brush.

Otherwise, I used a lot of techniques from traditional clay, that is definig big forms first then working down to the details letting the larger forms support each successive pass. I like laying in details then pushing them back with smoothing tool then pulling out the ones I liked, then attacking it again layering on the detail instead of trying to pull it all out in one pass. It took a lot of getting used to to apply the same workflow I am accoustomed to but I think I am on the right track. I still think that he may be heavy handed but I will dial that down as I extract the maps, since details does tend to be lost when you are rendering.

Thanks Again!

Scott Spencer
www.scottspencer.com

cool I’ll check that out, I think it looks great, not really knowing the character, must be in the newest movie, I havent seen that one.

But, from some limited experience it seems that texturing will dull down the detail, so being a notch or two ‘heavy handed’ will ‘I think’ even out at texture time.

Good stuff.