ZBrushCentral

Xenier's Sketchbook (slight nudity)

the Orc sculpt finished, enjoy!
Quem_front.jpg

Attachments

Quem_back.jpg

lovin it. i like the sword. and the textures on the orcs armor. looks really great. love to see it painted.

Here is the textured and in-game model. The character, helmet and sword all come out to 15000 polygons.

texture_1.jpeg

Attachments

texture_2.jpeg

A magical smithing hammer for an upcoming project:
hammer.jpg

awesome work. I totally dug that mace too.

Thank you, The hammer is the first in a series of props for a Magical forge, more will be coming soon!

Here is the textured hammer:
Hammer_1.jpeg

A magical Anvil going with the hammer I’ve already made:
Anvil.jpg

dude…you hav done a great work keep it up…

My textured Anvil (still got some seams to work out but otherwise done)
Anvil_side1.jpeg

Attachments

Anvil_top.jpeg

a quick set up of the scene so far in UDK
Forge.jpg

did some re-renders of the Orc guy, I hope they work a little better than the previous ones lol:
[attach=218321]Quem_renders.jpg[/attach]

Attachments

Quem_renders.jpg

really like your dragn anvil… I’m curious as to how you textured/shaded it. I see an improvement in the clarity of your orc renders, keep up the great work!

here’s the diffuse texture from photoshop (1024) Anvil_Diffuse copy.jpg
I’m trying out something a little different for this project (the forge in general) I’m not doing any photo samples or photo texturing (obviously I’ll look at references) and I’m painting everything by hand. So it’s a combination of shading with the pen tool, custom brushes and some of the basic artistic filters from photoshop (smudge stick for instance). I did the same thing with the hammer and forged sword, I like how it’s turning out so far. Let me know what you all think.

As for the shader in Unreal, it’s fairly simple, the only things that are a little more complex are a camera and reflection vector on the diffuse to get some mirror-like reflections on the Mithril Dragon and polished marble. The lighting is not set up very well to see that in the UDK screenshot, but it should be more apparent when I build the level itself. The water in the Quenching pool was made using a tutorial from Hourences with some extra nodes thrown in by me to better suit my needs. Hope that was what you were looking for!

you more than answered my question, thank you for explaining!!!:slight_smile:

I love the Dragon…
It’s really very cool…

this is a WIP of a Golem for my Forge Environment, the forge will be creating them, they will walk out from an “airlock” set up patrol the environment and leave by way of a stargate esque ring teleporter.

Golem_WIP.jpg

here is a WIP of the environment itself, I have almost every asset modeled with the current polycount being 19,000 unique triangles and 220,000 instanced.

Great Job Xenier !!!:+1: