ZBrushCentral

Zenoth, the alien from Jupiter

Beautiful. Very creative deign and good use of colors.

These days, it’s hard to create a “new” design of an alien, well done. I like it :+1:

Wow!!

Your design is weirdly awesome man! Really love the upper torso design very much. The sculpt itself is really fantastic too. Great work sir! Definitely very inspiring for me. I can actually imagine how it would behave in a real world. Damn nice!

cheers !

-Fabian

Awesome work!! Cool story also,I believe in this theory mainly because even man kill’s for sport.So if we are not alone in this universe there must be predators in also,nice talkin to ya keep up the great work man!!!

:grimacing: just Wow
by the quality of sculpting and texture
simply amazing
 :+1: :+1:

gratz to a Job well done, that first render is just insane, outstanding modeling and sculpting man.

This is amazingly cool alien you made. would love to see your concept sketches and creative process to bring him to life. once again truly amazed at this!

Do you lucid dream? Are you waking up at 333 or 444 in the morn?
Do you see 1111 many times during the day?

Nice work


You don’t know how close to the truth you just came.

-peace

I like the idea behind it, and the design of the character. Very clean work and beautiful presentation. Great job :slight_smile:

Hi fede,
really nice work! bearutiful image and cool design.
congrats!

-ken
http://www.h2.dion.ne.jp/~k-nsd/

[color=pink]i enjoy this character.very nice painting and sculapting.:+1:

Thanks guys, much appreciated all the comments! :wink:
@Golden Yak: Not really, that one is the lv0 mesh after the retopo process in Topogun modeled for animation where I reproject the “old” high level detail on. I start sculpting with a simple basemesh:

@Presdigi and anyone interested:

This is the first sketch I did, as you can see I didn’t put a lot of details; it was just to fix in my mind the overall shape of the character. I discover that for me it’s better to have something like this to start from and then, in the sculpting process, explore the concept deeply. I need to “see” in 3d to fully understand where to go with the design.
*Edit: I wanted to say something about his mouth, as you can see is there in the sketch but then I thought that for the kind of alien I had in mind would be better to not show “way of communication”, humans cannot understand how to talk to him, and he has no reason to find a way to comunicate with them.

@Mr.Storm: lol no I don’t but I wish someday I could do it, imagine all my creature, get up and be driven in the concept by my dream
for now just plain sketching/modeling :smiley:
@kenichi nishida: Thanks man, you know I love your works! More awesome models from you pleaseee! :slight_smile:

I made a small turntable for you, hope you like and please tell me if there is something wrong with the link since I’m not completely sure I did everything in the right way :slight_smile:

http://lodenfactory.altervista.org/zenoth_turntable.html

Thanks again to everyone!

Fedezenoth_mesh.jpgzenoth_scan_low.jpg

beautiful. really nice.
such a great idea and execution.
diffently going straight to my inspiration folder.

-r

Hey loden, greaet work on the alien! Can you give us an idea as to what brushes/alphas you use to get such fine but crisp details. That has been a problem of mine and you seem very good at it. Is there a particular workflow to get details you use. Again great work!

nice character ! stranger !

awesome!!!

What technique did you use for texturing him?

Many thanks to everyone!

About the sculpting process:
As far as the brushes I use to create the details, I use mostly the standard brush and the clay tubes brush with the plain round alpha, I don’t use alphas so much I like more creating the pattern myself, much more fun :smiley:
Anyway I think that the way to get those little details is to prepare the detail from the very beginning, every level of subdivision could help you to lay down details but could also work against you if the base where you put details on doesn’t carry the forms and curvature you need later.
Sometimes I try detailing an area and figure out that I cannot go where I want not because I’m not doing it well, but just because what I sculpted before, the base for the details, were completely different!
So my suggestion is to go slowly where you want, try to use every single poly of those level of sudb, visualize first the details and work for carving out it.

About the texturing:
At first I wasn’t very sure about the textures, in fact I started with a flesh tone skin that I dislike from the beginning, it were so boring; I wanted something more complex, more alienish and original so
I start looking around from the magic animals’ world :smiley:
When I came accross some poison frogs pictures I got the idea for the speck/spotted look for the limbs. After that I try different color combinations to understand which one would be the best one:

In photoshop I started laying down the base color and the specks, done that with some brushes I made I started painting some variations. Here you need a lot of complexity for make the texture look natural.
Then I used some organic textures from 3dtotal dvd’s, both the organic series and the concrete/rust ones, combining them togheter with mask and different blending mode.
When I had a good amount of details/variations I started with a first layer set to multiply to darken and saturate locally handpainting more details and the same process were done for the next layes set to screen to brighten up some parts.
In the process I used also the cavity and displacement maps generated with Zbrush just to get back some details I sculpted.

Since I use layers a lot, creating the bump and specular maps were not a big deal, just understand what the layer represent and adjust it accordingly with curves and levels.

Hope this could help to understand my texturing process :wink:

Thanks again!

Fedezenoth_color_test.jpg

awesome! very inspiring explanation about the texturing process! thx for sharing :+1:

amazing character design, totally origional look