ZBrushCentral

Alien / EBE Concept Sculpt (WIP)

EBE concept sculpt

Latest:

[alien-body-grey-sm.jpg](javascript:zb_insimg(‘64659’,‘alien-body-grey-sm.jpg’,1,0))

Original:

[[attach=64551]EBE1.jpg[/attach]]EBE1.jpg

I’ve never done a ‘proper’ Alien EBE ( Extraterrestrial Biological Entity…) It’s something I’ve never had cause or the inclination to do. But 4am this morning while wide awake I had this concept pop into my head. So off I headed to the workstation and knocked this out. Done all in Zbrush starting with Zspheres, no retop as yet.

Arms still need a helluva lot of work, and a few other bits. The idea was to block out the basic idea first.

Wayne…

[[attach=64581]EBE1-mini#.jpg[/attach]]EBE1-mini.jpg

I take it this one hasn’t tickled anyones fancy then?

Wayne…

[EBE1-mini.jpg](javascript:zb_insimg(‘64591’,‘EBE1-mini.jpg’,1,0))

looks like a great start to me.

And thanks for the explanation os EBE :smiley: That had me stumped.
Only weird thing that stands out to my eye is the muscle on the navel/front pelvis. But then it is an alien so I suppose it can look however it likes

It’s… weird! Just like an alien should be. It looks sharp already even without the retopo. Fun to see some muscles seemingly on the outside of the body. In comparison to the body the head isn’t as interesting at the moment. Curious where this will go… :+1:

[

](javascript:zb_insimg(‘64645’,‘colorstrip-sm.jpg’,1,0))

Thanks guys. :slight_smile:

No sculpting work on this just some texturing work to see where it takes me. I’ve retopped the model so hopefuly I can squeeze some extra detail out of it now. :slight_smile:

Wayne…

[alien-body-sm.jpg](javascript:zb_insimg(‘64659’,‘alien-body-grey-sm.jpg’,1,0))

More texture work and few extra details on the face. The polycount is about max on this box without going to HD geometry (and I’d rathe leave that till right at the very end.)

Wayne…

Attachments

alien-body-grey-sm.jpg

great model Wayne!!

Alex Oliver

Looking good so far keep it up. Are you staying with the brown color scheme? Or are you just trying out different ideas?

Muscle nice to feel, i like

Turntable (first up on my VEOH site)

That really means a hell of a lot coming from you mate, you’ve been one of my favorite sculptors for a while thanks. :slight_smile:

To be quite honest I have no idea at this stage, I’ll try a few things out and see what works best. Then once I’m ready to export it for final render I’ll try a few color corrections on the color map in photoshop and see if I can achieve more possibilites. That way I can change my mind later in the game.

The idea is to also do a next gen version (complete with LOD’s etc) as well for a project I need to do some work on.

Since sitting down with zbrush 3 its been a very intersting journey for me. Up till now I’ve always had to worry at some point about the polycount and then adjust design acordingly. The last week or two I’m finally getting used to not having to mess around with things like I used to and just sculpt an idea without compromise. That’s the main gift Zbrush 3 has given me…I no longer have to compromise my ideas to fit in with what is possible on my machines.

I’m quite pleased how this one is going so far, although some parts are going to be ‘interesting’ to get to final and keep the overall design consistant.

Wayne…

Ripping an aliens legs off!


[alien-newLeg-small2.jpg](javascript:zb_insimg(‘64730’,‘alien-body-mini.jpg’,1,0))

Attachments

alien-body-mini.jpg

Next Gen In Game Version

Pure Normal mapped base (2k Normal map)

[alienNormalStrip.jpg]aliennormalcolor-sm.jpg

OK time to start taking this to the in game version now. Zmapper works like a dream for this. I’ve still got a little optimisation to do before I rig him and want to cut the tris down to about 8k, as right now the base mesh is wasting a LOAD in the fingers and feet that I can remove safely.

I used a straight LV 2 model as the base hence the need for some optimisation. The shader is stil work in progress as I want to write a DX shader for this.

I could safely take this down to a 1k map without losing too much detail, but right now I’ll work with the 2k maps as I stil ahve the LODS etc to do.

Turntables coming soon.

Wayne…

Turntable

OK heres the turntable of the textureless model. Sorry for the short length but 3d max was playing silly buggers tonight.

Wayne…

hi wayne,
sculpt is great
liking the detailed musculature, very believable
did you setup the uv’s in zb or max?
thought you were a maya or xsi user for some reason
i think the head’s silhouette could benefit from some extra polys- just to match the rest
you say you’re optomising the mesh- are you uv mapping more than once or is there some ‘darthish’ way i’m not aware of? lol
apologies for the many questions
hope max behaves for you in the future

The Uv’s were done in roadkill,I’m very fast getting addicted to it for UV ing. :slight_smile: It keeps the vertex order and gives much less hair pulling mooments than max does.(Plus its free!)

Actually I use all 3 for different jobs. Normally I’d use xsi for just about everything, but fancied a change last night…also helps me to stay sharp with each app. Its far to easy to forget stuff about an application when you use 3 of the buggers lol.

I do have a couple of interesting worflows for UV’ing. With this as it’s UV’d I will probably use polygon cruncher or export to XSI and use the poly reduction tools in that. (To be fair I think XSI’s do a far better job.) Of course there’s nothing stoping me doing each of the LODS in zbrush by retopping with the existing base mesh and deleting a few edges etc. This way gives more control.

I dont want to go too high with the polycount for this and want it to remain useable in as many engines as possible right now. I dont really want to wall myself into one engine. I may add an edge or two into the head if I can spare the polys. I dont mind the questions at all…my job is to answer questions so I really dont mind.

Wayne…

[mini.jpg](javascript:zb_insimg(‘65568’,‘mini.jpg’,1,0))

hi wayne
thanks for the replies
i’ve been getting the hang of roadkill recently too- it’s fast- the stretching texture comes in very handy too- although i find it’s use of texture space is a little wastefull (there’s probably some control for that i’ve not found yet though)
glad you’re getting along with 3.1- i went back to 3.0 because i couldn’t handle the way the brushes react now after using zb3 daily lol

have a good one

[edit] yeah- it was me… found the scaling and moving options in roadkill now

This is by far probably the best EBE I’ve ever seen. It’s a shame that there is not a rigged version of this guy for use in programs like DAZ studio.