ZBrushCentral

Hanzo Hasashi - based on concept art by Vincent Proce

Hi, I wanted to show you an image which I’ve been working on since 2010 but had some ups and downs and so it took me as long to finish

With a kind permission of VINCENT PROCE who designed the character on a concept art:

http://2.bp.blogspot.com/_IrX2dnfvNL4/SrBZR660wzI/AAAAAAAAALU/ymgqQCmWPUc/s1600-h/Scorpion_01b.jpg

I could recreate the character from my favourite game in 3d and add some more to the background.
The model was made in 3dsMax and Zbrush, rendered in Vray and postworked in Photoshop.

I wanted to thank my friends for all the support they gave me to finish the work. Thank you guys!

Cheers!

HERE IS THE IMAGE IN 4k RESOLUTION:
http://www.robertkudera.pl/inne/artooro/artooro_scorp_fin.jpg

Attachments

final1k_post_v003_low.jpg

final_crop01.jpg

final_crop02.jpg

final_crop03.jpg

final_crop04.jpg

Here is some other stuff related to the above work:

Clay renders:

final_clay_03_low.jpg
kostek_low.jpg

A turntable for the body:
http://youtu.be/eUsbhqBBZDU

A small peek on trousers simulation process:

cool, what’d you simulate the clothes with?

This is very cool. Love the detail

your scorpion is ****ing awesome man!

Awesome works, very very good detailing. Love the skeleton too, I’d like to do one myself someday. Keep up the superb work :+1:

WIKED! i love the outcome in every aspect!
and about the throusers simulation, how does that work? do you create a base mesh, simulate and import the resulting mesh to zbrush for further sculpting
or do you sculpt with dynamesh the base mesh without any retopology and just import to 3d max?

and another question! did you use textures of opacity to make the tears in the shirt or did you sculpt those details?

thanks!

Man that is an awesome take on Scorpion. Cooler than what they have in the games in my opinion. Awesome skeleton model too!

Thank you!

pabgo - I smiulated the clothes (trousers, hood and outfit) in 3dsmax cloth (it was a pain!) and sculpted some little details on it. It wasn’t necessary actually to simulate it, it could be simply sculpted but I wanted to give the simulation a try. The other cloth elements were sculpted in zbrush.

McAllem - first the simple base mesh was created, then it was turbosmoothed to get a more dense mesh and then simulated - after that put in zbrush for further enhancement. The tears of cloth are also within a simplier mesh with an opacity map. The mesh is modelled just to distinguish the main straps. The little detail of tearing and webbing of threads is an opacity map.

Your work is excellent and it has made me smile this day!

nice :slight_smile:

i love it you express the art very well

Thanks for answering me, after watching your video i got a lot of interest in learning the cloth modifier, but as you say above it was a pain, so i dont know exactly if it is worth after all. It does looks fast in the video though
(ryan kingslien explains that simulation can take a lot of time and it doesnt leave room for creative concepts, that is why he teaches how to sculpt it, but i find it rather anoying to be honest).

anyways, thanks again, your work is very inspiring.

Man the cloth modifier is very much worth learning!

If you’re going for a very specific look then sculpting is the way to go, but cloth simulation can be a huge time saver and the only way to go if you’re animating. Plus it makes for a good starting
point even if you do intend to sculpt.

The options in the cloth mod dialogue box are daunting at first, but after experimenting around you’ll find that there are only a few options that REALLY matter.

Also it comes down to the machine you’re using. It used to take me hours to simulate cloth, but now with my custom rig it does it in no time.

pretty cool! would’ve really liked to see the dragon fluid in the sculpt though. nice work!

amazinngg!!!

The cloth is very much worth of learning - there is one strong reason for that: observation. The best way is just to simulate something similar to what you want to achieve sculpting. With simulation you have the advantage of observing why specific areas of garment are folding in away adeqaute to given parameters thus you can learn to understand and sculpt the cloth with a precise aim and not just copying what you think is visible for you on a photo. This is a huge difference on approach and the results are so much more believable. It’s the same way you learn the inside anatomy of a human to model the outside hollow skin shell - when you know how things work you don’t have to guess.

Here are some screengrabs directly from Zbrush:

zbrush01.jpgzbrush02.jpg

Awesome sculpt. Could you give some insight into the workflow you used to create the bow and sash around his neck. Great work.