ZBrushCentral

The Torcher

Fantastic modeling skills, looks amazing

Brainplug - Thanks, I am was getting worried I might be taking it too far out of reality.

Teratron - My process will be the following. I will high poly model everything in max. Each part you see on image is a unique model. I will then take each part in seperatly and damage them up as needed. Some parts will be unique to remove mirroring, others will not be. I will then bring those parts back into max and use a great plugin called Ploycrunch

http://www.mootools.com/plugins/us/index.asp

to reduce it down. I think in one talk the Epic guys said they could bring a 30 million poly character down to 7 with no visable difference. I would then use this crunched high poly model to build my low poly and extract my normals maps from in max.

Trybal - Thanks

Plakkie - I do love adding the little things, and they are so easy to do.

Odhinn - Thanks :slight_smile:

This weekend I moved onto the neck gear. I was hoping to get the the shoulders but did not make it. I am trying to get a nice sense of depth in the armor, lots of layers, that I will help bring out with the model and lighting on the texture. It looks like part of the collar model did not render out right. For some reason parts of it are see through. Thanks for taking the time to look.

Helmet_Perspective3.jpg

Attachments

Helmet_Sides3.jpg

ooof! Must… examine… details…

:+1:small_orange_diamond:+1:small_orange_diamond:+1:

Looks great - lovely crisp detailing. :+1: :+1: :+1:

jbrophy,

Hey guy, that’s some really great work! I got to hand it to you.

It really shows a lot of skill and a good eye for design on your part.

:+1: :+1: :+1: :+1: :+1: Keep it coming!
Cheers and I will keep my eyes peeled for more of your work.

Mr.M

  • signs here to become part of the official fan club *

fan-boi #1 right here :smiley:

That is very very nice work, I love seeing this level of detail and truly appreciate the time and effort that you put in to making something like this that we can all enjoy seeing come together.

Keep it up :smiley:

Plakkie - Hahaha, Well I rendered nice and big for you then

boozy floozie - Thanks

Mr. Monster - Wow thanks man. Coming from you I take that as quite the compliment. Much appreciated.

Dark_Fire - wow a fan-boi. Trust me there are much better artists on here to be fans of, but I appreciate it. Thanks

I started working on the surrounding harness that supports the majority of the armor.

Helmet_Perspective4.jpg

great!!!
Alex Oliver

Great work. Have you tried testing with polycrunch? I use maya but it sounds like a great tool.
Cant wait to see your zbrushing!

It just gets better & better. Speachless mate. :+1: :+1: :+1:

It staggering how big this is going to be. Can you enlighten us a bit? In what program are you modeling right now, did you make a concept sketch? It shows dedication that you make such a beautiful collar, while it will be hidden most of the time by the armor. Suddenly I have a mental picture of this Torcher guy in full armor starting to strip on a slow beat, loosening plate after plate, bolts dropping on the floor, only to reveal endless more layers of hyperdetailed metal… sigh… :cool:

Good thing Tek screws come in boxes of 1000…looking good.

dude, love it !!!
cool design, like the way the plates overlap, kinda like old school armour.
as a relative newby, would love to hear a bit more about the workflow in zbrush…ie= which main tools your using and assembly etc…is that a truckload of “marker master” work :slight_smile:
sorry if a dumb ass question, but still learning this unreal software.
me likey the torcher muchly.

Alecia - Thanks. A great compliment coming from you. I find all of your posts very inspiring.

rasamaya - Thanks. Polycrunch works great.

Wendex2112 - Thanks

Plakkie - I am modeling everything in max right now. I have a few concept sketches but nothing worth posting. Interesting description. :slight_smile:

Pride - :stuck_out_tongue:

lincoln - Thanks. My zbrush workflow is going to bring in majpr parts or armor and damage them up. All minor damage will be done in the texture sheet on the normal map. So far nothing has gone into Zbrush. It will be used later for damage and maybe some tetxuring.

I have since pulled the front collar apart and started building the under armor that all the heavy armor will lay on top of.

Body02.jpg

really nice work
can you post the way you work? workflow
which programs do you use?

Again my heart skips a beat.
Good idea to leave out that front collar bit, now we can see that beautiful neck piece again. Those armpieces… how is it done? Are they subdivided? If you don’t use a precise concept drawing, how can you come up with such a complex armor?? I never see those things in my mind…
The body is nice and smooth now. But I guess there will be some bolts here and there? :wink: That material you use is really working. Almost a shame to damage it all, but I know that will be stunning to. What will this guy be? Does he get a flame thrower or something?

Big fan of this thread,
Cheers!

Great job…
Your armour design is very original.
Will you rig him ?

Hi, jbrophy, very stylish model, and the character really look nice with the render of stainless steel material, can’t wait to see it be done! keeping show more!
I think it’s not easy to be rigged!:slight_smile:

Hey Jesse, don’t keep us waiting! :slight_smile:
Any progress yet or are you having vacation?

This is one of the cleanest pieces posted in a long time…progress?