Here’s a WIP of a raptor type sculpt I’m working on. I’m new to ZBrush, this being maybe my third sculpt. I’ve attached my concept piece too, and am working from various reference images. Advice/crit/suggestion more than welcome!
I think, you should clear the irregular parts of it’s tail. Give it a straight spine.
Thanks for the comment, I tried to clear them out as much as I could. I lifted the tail up too, for better balance overall. I may tilt the last bit of it down though, based off of some reference images and the overall desire for its look.
Here’s my latest update. I messed around with Slash2 and Smooth to get some nice skin folds going. I will be adding more geometry in the form of some spines coming off of his back soon. I will adding more density to the face also, to achieve the wrinkles around the eyes.
I made a mistake in not modeling this thing with its mouth open, and the mouth right now is a single piece of geometry. Is there a way to append some new geometry, modify what is there, and create an open mouth? I saw a video utilizing the clay brush and a couple subtools for something similar, and I will try that approach, but any input is welcome.
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Cool raptor and great concept sketch!
Hm, maybe you could use retopology to get a mouth that can open? Not sure though…it was a long time since I last used that functionality.
LMMagnusson: thanks for the reply! I have an idea to solve my problem, and it includes retop, but I have to do a bit of toying around, but I’ll post my results this week.
Here’s today’s update!
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I think you should model out the stripes… it would look pretty nice!
Love the concept ( ) would like to se the model in a more dynamic pose.
Keep up the good work!!!
Skin-detail and headspikes (or whatever it’s called) turned out great.
You can export the file to a software and insert polygons to a level you can shape an open mouth. I don’t know if this can be done with zbrush. But I learned from my zbrush experience that this is not possible with a single geometry. Maybe you can insert polygons in zbrush, too. I’d be interested in this without placing anything in a mesh poly to poly manually in a high polymesh.
Hey folks, thanks for the replies. Here’s what I did to solve the problem:
I exported a lower res mesh out to take into 3dsMax, and built a jaw, tongue, and teeth. I then exported those out as an obj to take into ZBrush. I know the mesh is ugly, I’ll be retoping for a game engine model anyway, so right now I’m not too concerned. I had a scaling issue with the imported mesh, but I did what I could with Transpose to realign and resize. It turned out well.
Next, I created a tool with original sculpt on top, and the newly imported/resized mesh on the bottom. It looks silly. I know. Bear with me.
I then subdivided the low poly mesh to level 5, which brought me to somewhere around the polycount of the original mesh. Next, I stored a morph target on the newly subdivided mesh, and then clicked on ‘Project All’ in the subtool menu. I then used the Morph brush, with a decent intensity and x-symmetry on to smooth out the crazy artifacts that occured around where the jaw connects to the head.
The teeth, gums, and tongue were all appended after this.
I have to detail up the rest of the mouth now, and I’ll post that tonight or tomorrow. The more dynamic pose is definitely on the way, I want to get the sculpt and polypaint done up first.
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Prepolypaint stage.
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Paint WIP. Paint finish, posing, and retop this week.
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Redid the sculpt, wasn’t happy with first results. Going to make proto-feathres tomorrow (keeping it simple, doing it in Max). Colors tomorrow too.
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So as I’m still learning this amazing piece of software, I delayed the addition of proto feathers to tweak out the sculpt. I’ll catch up with myself tomorrow, and start doin a new color pass. Here’s today’s update.
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Nice resculpting. It was good before but it’s even better now!
Totally been too long since I’ve worked on this thing. Comicon challenge started and I had to do that up! So, here’s the update, and I plan to finish this by the end of the weekend, and have low poly model made from it too.
These are renders from 3dsMax, haven’t tweaked the textures yet, but I will.
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Finished up a while back, completely forgot to post, and in fact did another model (linked here) in that haze of forgetfulness.