ZBrushCentral

The Sketchbook of HaloAnimator

Hey everybody, what’s up? Halo here just passing by with an update on this model (work and school is kicking my ass)… I ended up changing up the helmet a bit and redesigning the chest armour so it looks more primitive… hopefully textures will add to the menace of the detail…

I am about to add some scales and i would love your thoughts before I unwrap him and add more details and start polypainting… i would love to fix up his chest armour a tad maybe with a design on it. Since his time frame is in 9500 B.C., i really do want to make the leather look very rough… and his face nice and mean. C&C is welcome… stay tuned

[CharacterStrip.jpg[/attach]–>%3C/font%3E"]](http://%3Cfont%20color=%22#9A9A9A%22%3ETrident_Face.jpgCharacterStrip.jpg

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Trident_Face.jpg

CharacterStrip.jpg

Hey everybody… just passing thru with an update on this model… decided to start on the scales (the HD sculpting feature is very useful here, and the layers do work here, sort of)

I kept some of the front parts of the body smooth so i can add some bumps and stuff like that… stay tuned for more…

here are some images… C&C welcome

[Trident_Scale_Detail-3.jpg[/attach]–>%3C/font%3E"]](http://%3Cfont%20color=%22#9A9A9A%22%3E<!–[attach=238256)

[Trident_Body_skin_Detail.jpg[/attach]–>%3C/font%3E"]](http://%3Cfont%20color=%22#9A9A9A%22%3ETrident_Scale_Detail-3.jpgTrident_Body_skin_Detail.jpg

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Hey everyone, just passing through with an update on tridents skin, trying to get him nice and green and add contrast. (Had to delete my HD levels and repaint…) I am still having some issues trying to get my details so i can get a good cavity map and blend it into the final diffuse texture and specular. The eyes have been closed to facilitate better texturing in that area.

Still more to come :slight_smile:

[](javascript:zb_insimg(‘239787’,‘Skin-Texture-1.jpg’,1,0))
[](javascript:zb_insimg(‘239788’,‘Skin-Texture-WIP.jpg’,1,0))
[](javascript:zb_insimg(‘239785’,‘Skin-Details-WIP.jpg’,1,0))Body-Texture-WIP.jpgScales1.jpgSkin-Details-WIP.jpgSkin-Texture-1.jpgSkin-Texture-WIP.jpgTrdient-Torso-texture.jpg

nice looking work! I figured I’d say hi as I’m about an hour away from Boston, what do you do for work? I’ve got a lot of friends up there!

Hey dude, I’m just a student working part time… this is a hobby of mine… I am also trying to get a career happening… Glad you like my work, stay tuned

[](javascript:zb_insimg(‘240069’,‘Trident-Polypaint-WIP1.jpg’,1,0))

Good evening,

After having to endure Zbrush having repeated memory errors over here, I’ve managed to get some captures of my model with polypainting on it… most of the smaller details will be done in photoshop with cavity…

I am also thinking of changing the golden trim to more like old metal…and adding damage and tarnish to the texture…

If anything, before I UV map this model, I would love to hear your thoughts… a second costume is in the works.Trident-Polypaint-WIP1.jpgTrident-Facial-WIP.jpgTrident-Polypaint-WIP.jpg

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Trident-Polypaint-WIP1.jpg

Trident-Facial-WIP.jpg

Trident-Polypaint-WIP.jpg

Hey, everyone…

been chugging away at this on my free time from school…and I’m making progress on this inside of Unity3d. The textures and shaders are still WIP, as I have to draw the texture, and look at it in Unity. I had to redo the bracers and pauldrons.

The weapon on his right arm has no shader on it, as I am still working on a shader that is supposed to make the weapon look ancient. C&C would be great… stay tuned

[](javascript:zb_insimg(‘244180’,‘Trident-Unity-WIP-Body.jpg’,1,0))Trident-Body-Untextured.jpgTrident_Body-Textured.jpgTrident-Unity-Untextured.jpgTrident-Unity-WIP-Body.jpg

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Panthro…

eye heart unity3d

@Adrenaline Crew: I love Unity as well…it is super easy to import all of your assets into that engine…any thoughts on the model?

Good afternoon from boston,

I have just started a quick concept of the second costume and going to sculpt some details onto it for real time rendering… I was thinking of adding a cape to this outfit but that may not fly well during animation. I was inspired by Russel Crowe’s Gladiator, and this outfit came to mind.

Textures for the first costume are still WIP (still need to get the look of leather in the engine)

I would love any feedback, and thoughts you may have on this… I’ve been dying to get this finished (been in school and working) and get the model into Unity3d

Thanks and stay tuned

[](javascript:zb_insimg(‘245936’,‘ZGrab07.jpg’,1,0))ZGrab13.jpgZGrab11.jpgZGrab10.jpgZGrab07.jpg

This is coming along nicely keep it up

@ renisance_x: Thanks man.

Now, I need some ideas for the warriors garb… I’ve started the embellisments on the wristbands and greaves. I am kinda going for more of the regal gladiator feel unlike his warriors costume. But i am drawing a blank.

Some C&C and ideas will be very helpful. I hate struggling with ideas. The plans I have for the textures are very gritty and worn…

Thanks

[Trident-Alternate-Armour.jpg[/attach]–>%3C/font%3E"]](http://%3Cfont%20color=%22#9A9A9A%22%3ETrident-Alternate-Armour.jpg

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Trident-Alternate-Armour.jpg

Hey, this guy is turning out really well!
Keep it up!:+1:

Thanks, Santis, now just gotta finish up that chest garb (been on this character for almost 5 months) and running on E about it. Once it’s done, i can start working on the island :slight_smile:

Do you have any thoughts on the direction i can take?

Hey, everyone…

I’ve finally got my model into the Unity Engine and working on some of the damage texturing that will be present in my project… the idea is to give at least three levels of battle damage on the models.

Trident Alternate Costume: For this one, I wanted to show the more matured version of the character, which is more of a blend of a centurion (sans the helmet. Still thinking of adding one on him). I am still having to optimise the shaders so everything will not be so complex.

[<!--[attach=252603]Trident Alternate Costume Render.jpg[/attach]-->]![Trident Alternate Costume Render.jpg|1200x1080](upload://okI4tQstjZVA4nG5Th3MFxpodT6.jpeg)

Brutal Damage Texturing (NOTE: The scales on the diffuse were hidden to give you an idea of what the damage looks like.

[]Brutal-Test.jpg

I would love your thoughts…and i could share my methods of getting the damage to be consistent. Stay tunedDamage-Test-Take-2.jpgBrutal-Test.jpgTrident-Alternate-Costume-Render-2.jpgTrident Alternate Costume Render.jpgMaximum Damage  test.jpg

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Trident-Alternate-Costume-Render-2.jpg

Maximum Damage  test.jpg

[]Body-Damage-Progress.jpg
[]Damage-Layering.jpg

Just passing thru with some progress on some of the damage texturing on this character… I think I’ve achieved the amount of damage I am hoping to aim for. I still need to add damage to the armour a bit and tweak the specular levels… Renders from Unity3d

I would love your thoughts :slight_smile:Body-Damage-Progress.jpgDamage-Layering.jpg

Just got my copy of Zbrush 4R2, and decided to start designing a new asset using the Dynamesh… for this one, this little guy here, is going to be the one that kills the opponent in my current game project…
so far, I’ve had him sculpted out using the dynamesh feature, and I will proudly say that modeling with Dynamesh is a true lifesaver… especially when you need to model something like the fins and the mouth cavity. More to come…
Piranha_0000_ZGrab05.jpgPiranha_0001_ZGrab03.jpgPiranha_0002_ZGrab04.jpg

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I just love how Dynamesh handles in a great and clean way…if i wanted to, I could build my entire models completely out of Dynamesh, and then retopologise…and further refine… here is some more of Mr. Piranha… anyone figure out how to get access to the wax preview?
I can’t get it working over here…
Piranha.jpg

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Piranha.jpg

Still cranking on the detail… this little guy is pissed off… and he is going to get rough on someone’s body…
Piranha 2.jpgPiranha 3.jpgPiranha1.jpg

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Piranha 2.jpg

Piranha 3.jpg

Piranha1.jpg