ZBrushCentral

vacuum cleaner salesman / werewolf

hi,
i want to show my new character
at the moment i finished most of my sketches and before is start the modelling i want to know what you guys think about my design

about the character :
his name is walter
and he is a (very bad )salesman for vacuum cleaners
he is very shy and fearful
he is not accepted by his workmates and his friends
in his family his wife plays the dominating part
furthermore he is a bit depressive

first i made a few sketches on paper
but because i’m not to good at painting i started to
make a “sketch” in zbrush with zshperes, to have a look at the overall proportions and so on :
[][körpertest01.jpg]werwolfbody_references.jpg

about my workflow
i will take my “sketches” from zbrush to max and use them as a template to create my final mesh on top of it ( using polyboost)
afterwards i will export that mesh to zbrush and deform it to make the werewolf
in the end i will use the morpher to animate the transformation

Attachments

normalhead_references.jpg

werwoflgut.jpg

werwolfbody_references.jpg

Hehehehe, nice idea. Nice start. Check out the zsphere link in my sig, it might provide you with some valuable insight. You can do what you want in Zbrush from a single base structure and just export it and the displacement maps to Max. However, you seem to have decided on a workflow, so we hope to see more soon.

Great head sculpt! :wink:

hehe
thanks for the reply
i thought about doing it with zspheres
but i want to animate him afterwards
and i thought it would be better to have complete control over the edgeflow etc.
furthermore i don’t want to make him that detailed that i will need a displacement map (at least for the human version)

hehe actually this is my first big project
so i’m quite excited and every help and critic is appreciated

but nevertheless i will check out your thread
thx a lot

ok this is what i’ve got so far

[modeling01.jpg](javascript:zb_insimg(‘46288’,‘wire02.jpg’,1,0))

i imported my templates from zbrush to max and used polyboost to model my new mesh on top of it

what do you think about it ?
is this ok for animation ? ( please remember, he will get cloth , or ( when he is a werewolf) he will have lots of hair)

i’ll now finish the mesh and import it into zbrush to finish the shape
and then i will deform him to make the werewolf mesh
( i think the human version will not have a displacement map, but the werewolf will have one…)

Attachments

wire01.jpg

wire02.jpg

ok i finished the modelling for the human version and imported it into zbrush
in zbrush i colored some important anatomical struktures, so that i can smooth out parts of the mesh without forgetting what anatomical function the polys belonged to. in that way i make shure that for example the chest morphs to the chest of the werewolf etc.
[attach=46963]anatomie.jpg[/attach]

Attachments

anatomie.jpg

and here is what i did so far in zbrush ( still wip, early stage!!):
[werewofl01.jpg]

ok here is what i got so far
i finished 99% of the modeling of both versions

the only thing i’m going to think about is the nose of the werewolf

what do you guys think ?

[wherewolffinal04_closeup.jpg](javascript:zb_insimg(‘48165’,‘modelingnoarmalfinal.jpg’,1,0))

Attachments

wherewolffinal04.jpg

modelingnoarmalfinal.jpg

Looking good so far. When you’re done, may I suggest an exercise? Do it with zspheres and see how you get along, for your awareness. :wink:

Looking really good, looking forward to more.

ok
i’ve finished most of it now.

here are some pics:
[normal_template_960_540_010000.jpg](javascript:zb_insimg(‘52821’,‘ww_handcloseup_480_540_02_mithaare0100.jpg’,1,0))

i had a few problems with max’s hair and fur so there is just one render with hair

the charactertransformation will be realised with different morph targets. i although did some tests on cloth, how to make it rip apart… i really want to show as much of the transformation as possible.
so there is still a lot of work …

furthermore i’m planing to make a short film with this guy
but that will take time ^^

so what do you think about my little fellow ^^?

Attachments

testrender09small.jpg

normal_normalonly_480_540_010000.jpg

normal_naked_480_540_020000.jpg

ww_template_480_540_02_allehaare0100.jpg

ww_headcloseup_480_540_02_mithaareoder0100.jpg

ww_normalonly_480_540_03_naked0100.jpg

ww_handcloseup_480_540_02_mithaare0100.jpg

…that vacuum cleaner were very dangerous! :cool:

I love it. It’s cartoony, which I like. Unfortunately there are too many people that do cartoony because they don’t have know anatomy,well. You are not one of these people. Good cartoony always comes from clean detailed models, sharp texturing, and a good use of lighting.

I can clearly see that you understand anatomy very well, and are able to incorparate your knowledge into a cartoony character, which not too many people can do, or choose to do.

Thanks to zbrush it’s easy for you to keep the likeness of the original character through the transformation to werewolf.

great job. I can’t wait to see the final render.

One quick additional question. Your render times seem ridiculously high for 1 frame. What kind of system are you running? Also, is this an external renderer?

hi
thanks for all the comments so far…
those images have been rendered with vray in max9 an my laptop ( pentium m - 1,7 ghz, 1 gb ram)

you are right
at least for the werewolf figure the render times are far too high
i think this is mainly caused by the displacement map and the skinshader
although i did not use sss…
ah and i think hair and fur does increase the render time as well
btw. the scene is lit by an hdri image…

The characters are nice, but the pose is pretty strange. You will probably have some trouble rigging it or zeroing out the rig. The head should be in a more upright position, you can pose it this way later, however this isn’t a strong pose to begin with since you can’t see the face. It would work nicely for part of a movement though.

damn ^^
i have to admit that i have hardly any experience with rigging and animation…

i will see…