ZBrushCentral

Tribute to Tsutomu Nihei

Hello! I’m a photographer and a 3d artist.
Several months ago I’ve started learning ZBrush, and this is my first “serious” project I’ve done with this great piece of software over last weeks.
These are guards from Tsutomu Nihei’s “Blame!” comic, which I really like.
I thought it would be great to sculpt one of its creatures.
In the end there are two… :slight_smile:
These symetrical characters appear in only several frames in the second book from the series.
Some critics could be really helpfull. I had to resolve many initial problems , but now things are going really well between me and ZBrush. :smiley:

The low-polygon modelling and UV map distribution, as well as rendering was done in Lightwave3D.

I have finished an art school in Spain and I have experience as a modeler for computer games.
You can hire me as a modeler/texture mapper for on-line projects.

Regards

Dani

blame_guards_01.jpg

My other thread: http://www.pixolator.com/zbc/showthread.php?t=34941

Attachments

blame_guards_02.jpg

wow excellent lighting!! i love how you have made the models look almost clay-like, very interesting peice. ive never seen the comic before but one crit i have is on the boots, and again it may be how the comic design looks, but the boots look to be painted on, maybe if they were built up a little at the top as so it looks like they are a separate entity from the whole. other than that awesome work!

:+1:
Blame :grimacing:

Very well done. :large_orange_diamond: :large_orange_diamond: :large_orange_diamond: :large_orange_diamond: :large_orange_diamond:

we can sense the photographer in you.
Your render are just “magnifiques”.
Shibo rulez!!!
Keron

Daniel M.S, Man I love the composition.
Really coo.!
Look forward to seeing more of your work!
Cheers
Cesar Dacol Jr.
Aka, The Voodoo Monkey

:+1: :+1: :+1:

Thanks to all of you !

I’m conscious of the shoes problem and soon I’m going to improve it.
The clothes could be better, as well.
As it was my first model, I had some problems regardin the topology of my mesh.
I thought that I could start from anything, but now I’ ve learned it’s better to have the low-polygon model well pre-planned, and to have polygon edges where your details’ edges are suppose to be (like borders of clothes, for example).
It helps to obtain the desired shape with lower levels of geometry, and possibly with less errors.
I’ ve made a quick and simple model of a leather hat, to experiment with some more pieces of clothes before coming back to the guards.
But this time I have been far more careful about the topology.
I just have first renderings done, and it looks more convincing (though my hand-sewing could be better :wink: ).

Cheers.

[pilot_hat_01.jpg](javascript:zb_insimg(‘32456’,‘pilot_hat_01.jpg’,1,0))

Oooooh, this one looks quite better than ‘Blame! Prologue’ that was released quite later :slight_smile: