Showing posts with label Zbrush. Show all posts
Showing posts with label Zbrush. Show all posts

Monday, July 19, 2010

Crimson Crisis Acrobat Zbrush Sculpt

Crimson Crisis Acrobat Zbrush Sculpt
Challenges:

Knife Belt - I had to decide wheter or not I wanted to give the knife belts actual geometry, or use normals and textures to make them. While giving the belt geometry would have made it standout, rigging the movement of the extra polygons would have been troublesome. I decided to use both techniques. I used normals/textures for the belt part, and gave the knives and belt strap geometry. The deformation of the legs would take care of the belt's movement, and the adding rigging the knife to the Knee Bone Joint would take care of its movement.
Pants Texture - I had to decide whether or not I wanted to use masks to make the pant's pinstripe texture or to do it by hand. I decided to do it by hand to give the pants are more imperfect and homemade feel.
Hair Sculpt - This was the first character I've made so far with long hair. I decided to keep with my simple aesthetic and just make it one whole piece of geometry. I then used stylized sculpting to add a layered feel.






Sunday, July 11, 2010

Rising Sun/Danny Boes Zbrush Sculpt

Rising Sun/Danny Boes Zbrush Sculpt
Challenges:

Proportions - The stylized proportions was a challenge. Using an imagine plane guide with a character sheet in Zbrush was helpful. The head and face was the biggest challenge. It took a lot of tweaking and iterations to get the right feel. The forearms and calves took a few passes to get the right look. The chest and shoulders were actually pretty easy to get right.
Texture - The Dragon texture was really specific so it required a lot of tweaking. I will still look at the texture in photoshop.





Saturday, July 10, 2010

Crimson Crisis Brute Zbrush Sculpt

Crimson Crisis Brute Enemy Sculpt
Challenges:
Body Type- This was the first time I have sculpted an overweight character. While muscular figures give you a definite form to map out your proportions, overweight figures have distorted proportions and lack muscular definition. This makes it more difficult to sculpt the flow of one surface form into another.










Monday, July 5, 2010

Flux/Cory Stone Zbrush Sculpt

This is Flux/Cory Stone's Zbrush Sculpt.
Challenges:

Symmetry- When sculpting in Zbrush, It immensely speeds up your work flow when you have perfect symmetry on your base model. Since Flux has two different arms, this posed a problem. The Solution was to Import a base body model that WAS symmetrical, and then import just the robot arm into a separate subtool. I later sculpted down the left arm to hide inside the robot arm.
Hexagon Texture- I knew this was going to be tedious so I tried a few different ways to streamline the process. I first tried using a repeating Stencil pattern of a hexagon alpha. I could not get the stencils to have a crisp edge so that didn't work. I then tried just creating a repeated hexagon pattern alpha to use as a mask. This didn't work because some of the hexagon alphas would stretch when applied to the model. I just settled on individually placing the hexagon alphas one by one.












Old Design:
The original Concept Art had the legs being pure Dark Navy Blue. I wanted to balance the character's color scheme and add some light blue to the boots. The concept artist and I compromised and settled on the above light blue rim and sole design for the boots. Also, the Visor goggles were missing a black binocular rim around the bug eye lens in this sculpt.