ZBrushCentral

:: Leona's Nemesis :: Personal character WIP, inspired by KPtoons

I have been sitting on posting this project for a bit before posting here on ZBC!
So here I go, and I am in hopes that this will be a really cool experience for me in making a logging this concept, as I try to push and form ideas in ZB4 R5.

I had this idea after being really inspired by KPToons A.K.A Ikameka’s “Leona-SpaceGirl” model, which I am sure many of you know from his top row post. The idea was to create an opposing Nemesis character to KP’s character, as if similar to the off world alien race she belonged to, but only slightly different in evolutionary lines. After seeking permission and bouncing the idea off KP, I started working on a line of silhouettes before modeling, and decided somewhere on the ‘C’ example…

Choosing ‘C’ as it seemed most readable in the line up, I got to basic gesture by Zspheres, and Skinning.

I’ve blocked out the figure working out muscle and tone to the figure as a semi-nude, after which I’ll be using a duplicate as a concept mesh for the hard surf parts of the character…

View with under suit…

View with beginnings of helmet design…

I am still working out many details to the model, and there may be some vid clips I’ll add in.
Crits are welcome! Big thanks to KPToons, again for inspiring and encouraging this idea!

Attachments

leona-nemesis-012313-wip_sml.jpg

leona-nemesis-gesture-wip-med.jpg

Leona's_nemesis_test_render-wip8c-Comp.jpg

Leona's_nemesis_test-wip9-comp.jpg

leona's_nemesis_armor_wip11.jpg

leona's_nemesis-wip10-armor_start.jpg

As I mentioned initially, here is also a WIP in Vimeo Video. It covers some of the concept dynamesh workings while forming the helmet design, and uses some new R5 features like the see through-mode. Planning later on using some panel looping for certain sections, yet to be recorded.

https://vimeo.com/59130375

<iframe src=“http://player.vimeo.com/video/59130375” width=“500” height=“281” frameborder=“0” webkitallowfullscreen="" mozallowfullscreen="" allowfullscreen=""></iframe>

this is very cool!!!

Thanks, Mah!

I’m actually using some of your brushes, excellent for HardSurf Cuts and polish!

A small update to my logging this project… I’ve edited a clip of part 2 of the helmet concepting.
A little more work this evening, and I’ll be back with a proper post! Stay tunned!

See Vimeo clip here

<iframe src=“http://player.vimeo.com/video/59267859” width=“500” height=“281” frameborder=“0” webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe>

Still working this model out, building out the plates around the hips and the abdomen armor. Later today, I hope to get to the shoulder harness and straps…
For now, a little BPR render to check out some detail and form…

Leona's_nemesis_BPR_wip15b.jpgLeona's_nemesis_BPR_wip15.jpg

A little more progress on this character, as I have gotten most of the plates at the front done and now have a few IMM parts that I need to build.
As well, have to start blocking out her pistol and a few other accessories…

Just as a note, Most of the method of Hard Surf for the armor is dynamesh after being extracted… Only a few areas are PanelLooped.
Afterwards, to maximize full sharpness of some of the armor, I’ll probably retop certain meshes, and detail with alphas, possibly adding in a few details to the normal maps when cut in nDo.

As someone asked previously in PM, as to the materials and matcap I am using, there are two that I use to sculpt and BPR render this Character model.
The first is SkinShade4 with Wax at about 55-76/Fresnel @ 12-18, and the same for BasicMaterial2, as to the rest it’s look has to do with my project’s saved Lightcap, and BPR Filters…

Leona's_nemesis_BPR_wip_17a.jpgLeona's_nemesis_BPR_Render_17c.jpg

Leona's_nemesis_nohelmet_wip_18a.jpg

Crits welcome as always!

Man, this is one awesome design :+1: great work, great character. love the proportions. keep it up

Thank you! Trying to just take a lot of thought out time to do things, but really want to get to the next phase leading to Polypainting, as I think that is where the fun will really begin!

Quick UpDate!

in the last day, I have been working on parts for the Sub-MachineGun Pistol!
Having a lot of fun thinking out the shapes, working mostly from primitives, dynameshing, slice curves, clipping brush, some PanelLooping, and transform tool.

Still doing some detailing after re-dynameshing in some areas like the grip, but trying to work now on the receiver/receiver cover and rear stock.

Leona's_nemesis_gun_wip4.jpg

I’ve been working over the last week on getting the gun parts blocked out and today detailing.
It’s been a lot of fun, and really looking to see how this ties in with the character when posing!

*looking at the top, I think I might have to break my initial idea of a very angular sights design and add some bling to the silhouette by adding in a Red Dot Sight for fun.

nemesis-gun_wip_7g.jpg

*Starting to think now about creating a charging handle for loading the bore of the weapon at it’s right side…
nemesis-gun_wip_7h.jpg

-EDIT!

I nearly forgot, but I also took a small capture on building part for this!

[vv]62031480[/vv]

Attachments

nemesis-gun_wip_7f.jpg

Another day’s update, with video even!
I captured a few steps of creating the Red Dot sight, all that is left is to put a jewel lens into the sight frame and do a few touch ups.

For the creation of the Red Dot Sight, I used a few steps that I learned from the ZBrush classroom from Joseph Drust. Subtractive Dynamesh, clipping brush, Hpolish, trim dynamic used in Vid.

[vv]62388775[/vv]

i like the stand, details and design…texture this bad boy then get it lowpoly

Very nice design man!

Thanks guys! 100% ZB Hard Suf, no max, no maya! Last night I finally put in the transparent glass piece for the Red Dot, and painted it slightly for the tint.
My actual dot, however, I needed to put in via PSCS6 as a tiny detail. But it looks nice and finalized! Now for a long haul of retopo, to which I plan to break the model up into three parted chunks, and re-project details back on with clean geo. *OR use Decimation master! I am a bit on the fence about which way I want to go, as I might have mentioned I want to in the end have both, high, and Low poly to work with. Time for some smart merging either way.

Jeh In

Yes indeed! I will be and cannot wait to poly paint and detail the whole thing, especially the gun! -I have some plans on trying to use dDo to help with some of the detailing of the maps! I am thinking it will probably be the lower poly that I will GoZ and kick over to Maya, and while I have the model, I would like to try and use things like Marmoset, and or CryEngine3/UDK! Having fun learning, building, and trying stuff in industry practice.

mmmmm dDo

Pretty slick… i love it a lot :smiley:

The butt on the stock seems a little too far extended. While certainly it’s not longer than the arm, but the off hand used to grip the rifle for stability and aiming will be fully extended. This would make quick aiming a bit of a chore as well as holding your aim for an extended period of time rather exhausting. Just a technicality, I know. On the other hand, dDo is a beast and a lot of fun to use once you get the hang of it! So enjoy yourself with this sleek project!

I’ve embedded your videos in your posts. It’s really easy to do. Just use this code format:

[COLOR="#FFFFFF"]

{vv}VideoNumber{/vv}

(Replacing the curly brackets with square brackets.)

So you just remove everything from the URL that’s not the video number itself. :slight_smile:

This is for Vimeo videos like you’ve been posting. YouTube uses a different command.

Aurick

Thanks for the Advice! it seemed like I got it right once and it had embedded in there a few times, and then I forgot how I did it and just added a link! I will be sure to add this in for the future! I would really also love to know how I can properly add in Verold presentations! As when all of this is done I will try to post via the Verold Uploader!

Jerick

Thanks again, and good Crit! I think the balance and stock length will come down to seeing how it matches with the character in posing, for sure if it gets to look as if it’ll be too long, I may re-do the geo for the stock, adjust and add it in.

I just spent the last few days cutting the Uber-High sculpt of the gun, down to a manageable retopo’ed set of Subtools. Thank god I started using topogun for this. More than likely some of my maps I might start cutting out of Topogun as I hear it has a really good AO map generation. Starting tomorrow, I will start thinking of UV’s for mapping this mofo out! This is the initial color scheme for the weapon, but I do want to clone it and try a few ACU and olive type schemes as well.