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Old 14-01-2008, 10:44 AM   #1 (permalink)
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[WIP] Z-Sphère character

For which Engine - UT3
Current Polycount - 4432
Max Polycount - 6000
Texture Size - 1024x1024
Description of background information on piece -
Where are you looking to receive criticism - As every time, everythings that could be improved, the anatomy at the moment.
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Hi all, that's second time I make something on Z-Brush, first time was a hand, now that'will be a full character thanks to the Z-Sphere.

I first downloaded some videos from the classroom of pixologic, here the link for whose interested (Pixologic :: ZClassroom) that's well known but we
never know I think every beginners must have that link bookmarked

So my project is to create a "Trolloc". What's that !?

That's a monster present in the books of Rober Jordan "The wheel of time" (Fantasy books). That monster is a mixe between human, goat, wolf with ram's horns, some of them are different, depend on the animals they are mixed with.

As i wrote above I hope to get comments criticisms in everypoint that could be improved according to my skills That includes the anatomy's proportion, texturing when I'll be further and etc...

From now the main shape of the legs is done, I mean the clog and etc, tomorrow I'll keep on working on the model.

I would like to add ram's horn too and further create an armor, I saw an useful too on a video to do this quickly, that was with mask I think, but don't know yet how that works.

Thanks all,

Baida

The base i got from the Z-Sphere tool.





Some progress...



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Last edited by Kinrove; 29-01-2008 at 11:10 AM.
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Old 14-01-2008, 01:03 PM   #2 (permalink)
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Looks nice, im just not sure about the legs lenght compared with the rest of the body.
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Old 14-01-2008, 03:01 PM   #3 (permalink)
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Would you see it shorter or longer ?

Between a new little update, the upper torso was modified a little bit, there is from now a neck which wasn't visible before and some others little modifications like ears, eyes and etc...




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Old 14-01-2008, 03:55 PM   #4 (permalink)
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Probably some longer distance between the knees and the feet. Try placing a human reference on the size for reference. I know its not totally human but you need to keep in mind the weight it would have with a body like that.
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Old 14-01-2008, 04:24 PM   #5 (permalink)
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I think if you put some curve into the spine he will look a lot more stable, also I think it would look better if the posture wasnt so straight, like his shoulders were more hunched over, I think that would make him look more like a beast
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Old 15-01-2008, 03:57 PM   #6 (permalink)
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Thanks for the comments guys.

I haven't seen your answers till now so I couldn't take into consideration what you said, I didn't have the net at school.

So here some updates of the beast, I tryed to make a little armor (under this armor there will be a chainmail armor which will be added thanks the texturing), a pants and some others little things as you will notice. I changed his position because I've been said we will have to animate the model once It will be finished.

So that 'll be easier in this new position, moreover It 'll be easier to edit the topology like that.

I made the holes on the head because I'll put hornes there, they will be created in 3dsmax.
About the hands, I think I'll delete those one and I'll add others I created separately, those will look more "real", they will have fingernails and etc...

I try to get a clean mesh because as I told you I'll have to do an animation with that piece.

Next tape will be editing the topology, don't like it so much lol, must be patient... Hope that will work fine, after that I'll have to "paste" all the parts of the character.

Here the screenshots -> The shield I made for him/Face view/ Sided View.











Thank you, C&C
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Last edited by Kinrove; 15-01-2008 at 03:59 PM.
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Old 15-01-2008, 05:40 PM   #7 (permalink)
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Hmm i dont appreciate the circular effect on the chest, makes it look like if it had boobs.
Use something with a more linear look. Like the Romans armours.
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Old 26-01-2008, 07:38 AM   #8 (permalink)
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You are right Leviathan but the sculpting won't change anymore..
I have to hurry and at the moment I'm doing the edit topology on the character.

I found an useful script to "collapse" all my subtool in one single mesh and that's really great

However, I have some little problem by doing that topology, I would like to merge some "vertex" if i can call that point like that. But i Don't know how to do this.

To show you what I mean, here a screenshot, hope to get some help



Thanks you all
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Old 26-01-2008, 06:15 PM   #9 (permalink)
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I found myself, that was a stupid question ! Holding Alt + clic resolved my problem.

Anyway, I'm still working on that character, I thought I had to redo all the topology because I had too many triangles but that wasn't really the case.

In fact, I had forgotten to set the adaptive skin to 1 instead of 2
So instead of having around 5k I had 10k triangles

I lost a lot of time because of that, that's stupid I know !
So, from now I have to unwrap my low poly model and adjust a little bit the global shape of this one to be more as the highpoly model.

Moreover I'll have to be careful about the articulations and edges around these places because I've been said we will have to animate the model. So all the criticisms are welcome as every time. here a screenshot taken in Maya.

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Old 28-01-2008, 03:08 AM   #10 (permalink)
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Yesterday, I unwraped my model, I used another tool than relax and etc... I used the pelt mapping for some parts, that's very useful, I'm pretty glad to have learnt that technic.

Here the result of my unwraped model.

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