ZBrushCentral

Arnold Schwarzenegger Bodybuilder

Is he really that flat footed? He looks like he has no arch! The displacement map doesn’t seem to effect the head either. Doesn’t have a have a few bulging veins on his face?

may I ask how many hours you spent on the modeling?

The head has veins on the temps for now, but she he’s not done for the moment. That’s the last thing I will do. He will have blending displacement mpas for facial expressions. I actually arched a little more his feet. Thank’s for this comment.

Leila Not that much,maybe one month working on free time(including the Z-Brush pass), the most time I put is in the skinning process, I learned a lot of things and tricks, I will continu to perfection my skinning, rigging knowledge in that part, it’s pretty cool to see your character well deforming. I will make a little movie to show how it react in the viewport. It’s not perfect, but for the next one I know what work and what doesn’t.

nothing to say but…I have a question ?

what is supposed you want to do ?

will he speak ? :smiley:
I think is the only thing he needs to be a real arnold

dont wanna be millionaire
wanna would be able to work so

My god!! Amazing work!..excelent work with modelling, zbrush and rigging 1000 stars to you!! This is the kind of work which inspire me ( i think everyone ) to study more and more.

LD

While I don’t think te feet look to flat, they do look slightly puffed up (water retenion?) even fat looking! I’m pretty hefty, but even my feet don’t look that puffy. Feet tend to be incredibly veiny and the tendons stand out, particularly on people with a small percentage of body fat. I’m not sure about Arnie in his prime, but most body builders seem to have the most grotesque feet!

Your work is incredible!
Great skintexture. Do you want to go further and create hair?
GREAT WORK!
Hilmar

I think overall this is an impressive piece. Regardless of what it took to make. The one thing I can say is what I think someone stated earlier. You under utilized Zbrush here. You could have done all your muscle definition from start to finish in Zbrush with much more control and accuracy. From your comparision shots of with displacement and without, your not pushing the Zbrush very far.

i would love to see the skin shader setup and the map strategy behind this.

I would love to see facial expressions. Bring Arnold back to life!

I’m not sure about that. You’d want the muscles done as morph maps that way when you bend the joints the muscles can flex. It would look like crap if the mucles were static all the time.

crossbones I have done the basic mesh in poly because it gave me greater control over the skinning. How to skin a big chest like that if his done all in displacement? you cannot have enought control, so the way I make it I have full control on the skin and can adjust also with displacement maps. It’s like my biceps contraction, it’s the poly who moves and the displacement will be here to add fiber contraction to it. I have also a lot of morphers, … If I had to do all it in displacement… It will take my whole life lol and anyway I have only 2 gig of ram… so I will be in trouble with that to, too much displacement maps at 49 mg each… not to long than my computer is saturated with the ram.

DerLandvogt: Yes he will have hair :smiley:

likantroporrus: He will be posing. Gonna do muscular poses on a stage of bodybuilder… like in pumping iron.

Here is a back shot and a test of biceps contraction…:
As you can see, it’s not finish :smiley:

http://www.jeansimard.com/biggun/ftp://ftp.jeansimard.com/Back1.jpg

Attachments

BigGuns: Love the work you do. I disagree re: you can’t control things with displacement maps as well. Taron’s neckling animation proved it could be done fairly well and expounded upon by other artists using different packages. In messiah it has the ability to render displacement maps and blend between them in a fairly controlled manner. I know you are using Max or something, but certain renders handle displacement blending better then others(Vray handles them nicely). You can use expressions to control the alpha blend of the map. I.e When a bone rotates in a such a direction it triggers a displacement map.

Using chest you indicated, You can control it even more accurately on a displacement basis because you control how it twists and wraps etc. You’ll even be able to paint in the fibers of the muscles. You can further control it with bones in the chest. I’m curious to see some animations of what you come up with using your method.

lovely work, any chance fo you posting the skin shader and lights setup?

Nice work, I need to see the front view of the bicep.

Big Guns, you amaze me! This model just get better and better. :slight_smile:

Your modeling, texturing and shader skills are incredible, Big guns :grimacing:
The likeness is also very 'true to character - I’m looking forward to
seeing your work on the displacement map blending…great stuff!!

Chris

that’s a really great model and great 3d work all around with the skinning and rigging aswell. you said earlier that the skin bumps were based off of custom alphas. were the custom alphas based on the diffuse skin color painted on the model put into greyscale or did you use pictures of pores, elbow creases etc. ? or was it something different all together? again great job.

What kind of pc i need to do that?

I mean the specifications…

Outstanding work! Gorgeous skin texture and details on those back shots. Following this

amazing work! very amazing! heil the governor of california!