Forums Aritcles
SEARCH:
LOGIN:
Register Register Register Contact Us
Go Back   Game Artist Forums > Game Art > Work In Progress
Register FAQForum Rules Members List Calendar Mark Forums Read
Reply
 
LinkBack Thread Tools Display Modes
Old 08-20-2008, 08:13 AM   #1 (permalink)
Senior Artist
crazyfool's Avatar
1st Place 
crazyfool's User Activity: 0/10
196 - 8
First Zsphere Character

For which Engine - hopefully Unreal
Current Polycount - 600k
Max Polycount - low mesh 10-15k
Texture Size - undecided
Description of background information on piece - Im learning a new workflow for high poly character creation with Zspheres,
Where are you looking to receive criticism - absolutely everywhere, tear me a new one
_________________________________________________

thought I would make my own thread instead of clutttering up the daily sculpts thread

After seeing a post on a Batou from "Ghost in the shell" created entirely from Zspheres (sorry can not remember who posted it originally here but you are awesome) I thought I would give it a try. Im loving the workflow so far because this has been my first attempt at Zspheres and male anatomy within Zbrush and realtime its been about 10 hours. now it would normally take me about that time to get a solid base mesh together and then start sculpting so I think in future all my organic modelling is going to be done with Zspheres.

heres once I finished the Zspheres and the mesh I started pulling around



and the sculpt so far





Im still sculpting so any pointers are greatly appreciated. next step is to get the basic muscles down and then retopologise so I can make the mesh more sculpt able (the nose in particular, you can see the sub divisions) and then sculpt on top

cheers
__________________
My portfolio
crazyfool is offline   Reply With Quote
Old 08-20-2008, 08:50 AM   #2 (permalink)
Programmer
TheoLogic's Avatar
TheoLogic's User Activity: 0/10
180 - 28
Well, this is going the good way. Maybe some ideas be4 you go too high res:
Legs and body side a bit blobby.
The overall character seems too flat to me.
Chest a bit lower? Can be perspective. And a bit smaller.
Arms bigger, they seem out of proportion.

good luck!
TheoLogic is offline   Reply With Quote
The Following User Says Thank You to TheoLogic For This Useful Post:
Old 08-20-2008, 09:18 AM   #3 (permalink)
Game-Artist.net Staff
benclark's Avatar
Winner of Speed Modeling Winner of Speed Modeling Winner of Speed Modeling Golden Star 
benclark's User Activity: 5/10
2,007 - 288
you have the sternocleidoblahblahblah muscle in very strongly in the neck but no other structure in the neck at all. If you check some ref erence and add the rest of the neck muscles that join onto the collar bones in should give the neck more form

also the traps muscles at the back of the neck bulge very strongly above the shoulders but then dissapear completely as they get to the neck, I think a more gradual transition into the neck would help

nice start from zspheres though
__________________
www.benjaminclark.net
benclark is offline   Reply With Quote
The Following User Says Thank You to benclark For This Useful Post:
Old 08-20-2008, 09:50 AM   #4 (permalink)
Wim
Artist
Wim's Avatar
Wim's User Activity: 1/10
64 - 5
...Wim

Well Nice start on the zmesh, Nice hands with Zspheres also. What Ben sad is true. What I can see out of you're model is, that you know where the anatomi is going, but the difficulty is making them beleveble.
Here is a good artist for that kind of thinks.

CGPortfolio - Krishnamurti Costa
Wim is offline   Reply With Quote
The Following User Says Thank You to Wim For This Useful Post:
Old 08-20-2008, 01:12 PM   #5 (permalink)
Game Art Student
Gephoria's User Activity: 2/10
63 - 3
For which Engine - hopefully Unreal

unreal 2 or 3?
just saying because i believe the max vertcount for 2 is around 17k, just a heads up 2 watch for, lookin good
Gephoria is offline   Reply With Quote
The Following User Says Thank You to Gephoria For This Useful Post:
Old 08-20-2008, 01:27 PM   #6 (permalink)
Artist
lilgrudgeboy's User Activity: 1/10
96 - 3
I never really got how to use Zspheres....I can never get them to line up right.It might help if i had a Wacom of some sort..
But it looks really good
No Crits
lilgrudgeboy is offline   Reply With Quote
The Following User Says Thank You to lilgrudgeboy For This Useful Post:
Old 08-20-2008, 03:59 PM   #7 (permalink)
Senior Artist
crazyfool's Avatar
1st Place 
crazyfool's User Activity: 0/10
196 - 8
Thanks everyone, Its really hard doing this sort of figure as super muscley people are alot easier because you can hide alot of it with bulk. but keeping them toned and refined is proving difficult but Im sure it will come together as I keep pulling him around

BenI havent really gone into the neck yet but will make you proud its amazing how many little muscles there are in the body that you never think of when you are drawing

Gephoria Its gonna be in Unreal engine 3 as I have just started learning it and put my wasp in it the other day but because you can only have 1 bit alpha maps the wings came out terrible but I could make a subtractive and it will sort it out blah blah blah ........love unreal!!!!!!!!

Lilgrudgeboy I found Zspheres really easy once you get the hang of them, theres some great tutorials out there aswell. I just watched the batou ones loads and YouTube - ZBrush ZSphere basic modeling tutorial and also YouTube - zbrush3 re-top vid1for retopolgy

thank you wim and theologic I will try to not disappoint
__________________
My portfolio
crazyfool is offline   Reply With Quote
Old 08-21-2008, 05:14 AM   #8 (permalink)
Wim
Artist
Wim's Avatar
Wim's User Activity: 1/10
64 - 5
...Wim

Crazyfool you are not dissapointing anybody here, I cant wait to see you're character in unreal.
About the buldge thing, try to use you're smooth brush on opacity 20, take you're time for it. than you probably need to pinch the edges between 2 muscles. this way you make the seperation between the muscles more clear.
Here is a character I did myself. Its not perfect either but I learned a lot making it.
Attached Images
File Type: jpg Wim_carnavale.jpg (161.7 KB, 71 views)
Wim is offline   Reply With Quote
The Following User Says Thank You to Wim For This Useful Post:
Old 08-21-2008, 08:33 AM   #9 (permalink)
Senior Artist
crazyfool's Avatar
1st Place 
crazyfool's User Activity: 0/10
196 - 8
small update, haha I tried to sort the hands out a lil but made them look poo so there up next and then learn some retopolgy to sort out some of the errors I got, (armpits, hips, and hands have bad topology which is causing errors) and then sculptin again

__________________
My portfolio
crazyfool is offline   Reply With Quote
Old 08-21-2008, 10:12 AM   #10 (permalink)
Wim
Artist
Wim's Avatar
Wim's User Activity: 1/10
64 - 5
The form is too straight down. Make more curves in you're silhouette. Give the shape a more manly V. You better go to you're lowest resolution, take you're move brush, strenght 100 and the shape 0, put on you're wireframe for a better vieuw. This way you grab you're points and move them arround. This will effect not on you're details.
Wim is offline   Reply With Quote
The Following User Says Thank You to Wim For This Useful Post:
Reply

Bookmarks
Digg del.icio.us StumbleUpon Google
Thread Tools
Display Modes




All times are GMT -5. The time now is 05:11 AM.


Powered by vBulletin® Version 3.7.0 Beta 4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.1.0
Copyright © 2006-2008 Game-Artist.Net