ZBrushCentral

Validen Book - Delic Beast

Thanks! Hoping to finish the legs tweeking and body texture tonight.

Okay I did some fidling with the head some more tonight just to see how I wanted to transition to the neck. I want to make his skin look hard and leathery. I also went in and put some folds in the eye area.

I started sculpting out the structure of the feet. I forgot to include a thumb in there. It is much like a cats thumb. It is still there but is being phased out through evolution to being a small part of the front paws.

Interesting project, great model so far. Looking forward to seeing what else comes from this.

Thanks Stormsinger. Don’t worry it will be done. I am trying to get this done on my free time as fast as I can. :slight_smile:

Some screenshots of my progresswith the rear feet. I will be working on the rear legs tomorrow. I have to get the muscle structure in order a bit more.

its cming up gud wish to see the complete illus.

Some screens shots of my work flow texturing the shoulders and chest area.

This rocks! What brush/alpha do you use to create the skin texture? It looks nice and sharp. Are you adding those details at a super high sub-division?

Keep going, looks very good.

Thanks McFly

I found a Rhino photograph online and cropped a leathery skin area I liked and turned it into an Alpha in photoshop. The current subdivision level of the whole beast at hi res right now is about 18 million. The head and neck area are about 4.5 million. Front shoulder and forearm area 2 million. Back leg torso and leg area 2 million. These are just approximations on the number count I get when I hide sections of the body.

I am currently modeling this on an AMD Quad Core 3.0 Ghz with 4GB RAM and a Quadro 1500 video card. Xp x64 OS.

I went into the eye area and did some tweaking a bit. Made some eyes and checked to make sure the inner eye areas matched up.
[attach=67228]delic_beast_zbrush_wip_10.jpg[/attach]

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delic_beast_zbrush_wip_10.jpg

18 freaking million polygons! Man, I wish my comp could handle that. :slight_smile:

Thanks for the tip, now I have no reason for not making nice textures!

I like where you’re heading with this model, keep going mate (subscribed!).

McFly - Yeah I recommend using a 64 bit system. The standard XP 32 bit system is limited to 3GB of Ram. That is even after applying the /3gb switch in the boot.ini. I recommedn XP x64 or Vista 64 bit. You will get your physical RAM and pageswap RAm working smoothly with Zbrush.

Here is a new screenshot of the back, stomach and tail work I have been doing. I will be doing the feet skin detail next. The I move onto the tail shell area. If anybody has any reference ideas for how I should texture the shell I am all ears. Reference photos are welcome.

[attach=87306]delic_beast_zbrush_wip_11.jpg[/attach]

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delic_beast_zbrush_wip_11.jpg

looking pretty good! Your progress is looking better and better. :slight_smile:

Thanks Kyphur, this project has taught me a lot so far.

I went into texturing the feet out tonight. Here is what I have so far. The rest of the night I am going to look up shell references. I will be starting on the tail shell tomorrow.

[attach=87307]delic_beast_zbrush_wip_12.jpg[/attach]

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delic_beast_zbrush_wip_12.jpg

looks sweet. how many polys do you have going on. and why didnt you make his claws sub tools likes his horns

Thanks JonasCarnes, The whole thing is about 18 million polys. That gives me about 4 million polys to work with in each section of the body, like the head for example.

When I originally modeled the base mesh in Maya I was going off the fact that I would need to do it in Zbrush 2. Now that I am using Zbrush 3, I realize I should have made the claws separate for subtools. When I use the re-topology tool I will be seperating them out as subtools.

Beautiful details mate, gotta love them wrinkles. Claws look great, I might use them as reference when I find time to open ZB again.

Can’t wait until the next update.

ps: you seem to have a lotta time to spend on this baby, are you unemployed? With mad skills like the ones showed here, that would be suprising! :wink:

Thanks McFly, To answer your P.S…I am an Industrial Designer trying to move over to games and movie design. This is one of the main reasons I am working on the characters out of my friends book to hopefully simulate a production of a game or movie for a good demo reel. I am trying to work on this in between freelance work for now. After going to Siggraph, I am now realizing I need to show a focus in my skills in a demo reel.

I will be starting another character soon. His name is “Tomis”. He is the father of “Validen” the main character in the book. I started with the Delic Beast first because it is not human. This gives me a little more experimentation room without a critical eye. So what I have in my head is what you see. Now that I am becoming more familiar with the ZB3 interface and subtools, hopefully I can tackle a human character better. I have sketched up his facial features but still need to decide on the armor. I don’t know if I want to sketch that first, or see what direction Zbrush takes me in a 3D sculpted sketch.

pretty decent creature, did you go intoi projection master to get all of those little details on the skin texture, or did you sculpt in HD? also what tool and alpha did you use?

Rubent,

I am sorry for the way late reply. Unfortunately this project was put on hold because I got a job at a game company and it has sucked up alot of my time.
I used alot of alphas and lethery textures I made. I have a leather binder that I scanned for the best of the texture I used. Then I went in by hand and made it all flow together and enhanced some areas.

thanks for the reply, congrats on the new job! wonder what company that is =).

good luck in the future!