ZBrushCentral

Next-Gen Game Character – WIP - Slog

Hello everyone, I’m new here, but I have been visiting the forums for a while and finally decided to post something of my own.

Here is the concept art I created a while ago for a Next-Gen game character. I am going to be making this character using ZBrush, and I will be utilizing normal maps for this guy.

[img]http://www.jmkcreative.free2host.net/ZBrush/Slog/Slog.jpg[/img]

I will be creating the low res mesh using 3ds max and sculpting the high res mesh with ZBrush. I will paint the textures for him with ZBrush too.
The engine I will be making the character for is the DOOM 3 engine.

alright, so where is the zmodel? :slight_smile:

concept looks very interesting btw.

Damn this rocks
But i dont wanna be the human :lol:

Here is the ZSpheres model for the Slog, I will do some shaping of the adaptive skin in ZBrush before exporting it out to 3ds max.
ZSpheres.jpg
Once I have the adaptive skin I will spend some time in 3ds max sculpting the low resolution mesh, doing some poly optimizations and doing the UVW unwrapping.

Here is the ZSpheres model for the Slog, I will do some shaping of the adaptive skin in ZBrush before exporting it out to 3ds max.Once I have the adaptive skin I will spend some time in 3ds max sculpting the low resolution mesh, from the ZBrush adaptive skin, doing some poly optimizations and doing the UVW unwrapping. Then I will sculpt the HiRes mesh in ZBrush.

Hi again, it’s been a little while since my last post. I got the low res model done and UV mapped in 3ds max. Now the fun part starts, sculpting the high res mesh in ZBrush.

Here is the Low res mesh: it clocks in at 3422 tris. I may go back and trim some more down later, after I get the high res mesh, and normal map completed.

[img]http://www.jmkcreative.free2host.net/ZBrush/Slog/Low_max.jpg[/img]

And here is the low mesh I will be using in ZBrush. It’s only half of the Slog model, I will mirror the other half over in the normal map.

[img]http://www.jmkcreative.free2host.net/ZBrush/Slog/Low_Z.jpg[/img]

I created a basic rig in 3ds max to move the back leg down a bit so I can get in there and sculpt the details without the model obstructing itself. As you can see I also creased some parts in ZBrush in order to prevent those parts from becoming too rounded out by the subdivisions.

I’m having a lot of trouble exporting (obj) meshes into max that were created with zspheres. Overlapping polys and flipped normals on some surfaces. I’ve tried minimal to child and it does not help either. Any tips on your workflow on exporting the base mesh from zbrush?

Oh, and yes. I’m a noob with this amazing application. :slight_smile:

EDIT:

Looks like I need more experience with zspheres. I kind of figured out what I did wrong (in thier creation with regard to what the adaptive mesh would look like) and by making those changes the adaptive is working better and that in turn is exporting better.

Sorry to interrupt your work…moving along now. :slight_smile:

SLI_Fallen, that’s all right, at least you got your problem solved, and you solved it yourself, that’s the best way to do it.

I got the arm just about done today, and here it is:


I set up polygroups, in ZBrush, so I can work on an individual part without the rest getting in the way.

I am at 5 subdivisions, with this thing totaling in at 192,640 polys

muscles rulez!

Cool creature!!! post more!!

:slight_smile:

Yong

Thanks for the comments guys,
Here is what I have got completed on the leg so far. It’s just about done.

[img]http://www.jmkcreative.free2host.net/ZBrush/Slog/Leg.jpg[/img]

Almost done with the Slog Body. Here is the Torso.

[img]http://www.jmkcreative.free2host.net/ZBrush/Slog/Torso.jpg[/img] Now I’m off to work on the head.

this dude is ripped ! awesome, cant wait to see your texture skills on this one.

Hey, love the sketch :+1: , great model are you doing

Waiting more images

Thanks for the comments guys,

yeah volk23, I hope my texturing will do my own model justice ha ha, we will just have to wait and see how that will go when I get to that.

Here’s is what I have done on the head so far, it wasn’t as hard as I though it would be. I have yet to do the inside of the mouth. I will do that later.

Here is just a little collage I wiped up showing various views of the Slog Body, which is pretty much done.

I am currently working on the helmet and the horn, which are separate objects that will be modeled independently from the Slog. Hopefully I will have that done by tonight.

Here is the helmet and horn for the slog.

[img]http://www.jmkcreative.free2host.net/ZBrush/Slog/Metal.jpg[/img]

It took me all day to get to what you see here. I went through many different iterations, I just could not find the right physical texture for it. Either it was way too much or not enough

Part of the problem was I know that I am going to put this on a rather small texture sheet so I could not put in too many fine details, especially in the over all bumpiness of it.

I’m still not all that thrilled with what I have, but it’s a small part of the character and there will be some metal effects done to it in DOOM 3 that should make it look better… more metal.

I forgot to post my finished carriage model, here it is.

[img]http://www.jmkcreative.free2host.net/ZBrush/Slog/Carriage.jpg[/img] I had to make a new low poly mesh to import into ZBrush. If you look back at the original Low Poly mesh, you can see that the mesh distribution is pretty sparse. I was not getting even subdivisions in ZBrush, some areas were very dense and some were not, so I modified the original low poly mesh in order to get better subdivisions.

Also I think I was trying to do too much with the mesh alone in ZBrush, Then I realized that I can use a grayscale height map, or bump map, whatever you want to call it, to add more details. What you see here is a result of the mesh and height map combination.

It’s been a little while since the last pots. I got the texturing all done now and I got the character inside of the DOOM 3 engine. Here’s a look at it finished.

[img]http://www.jmkcreative.free2host.net/ZBrush/Slog/Done.jpg[/img] I got the poly count down to 2884 tris. I did the vast majority of the paining right in ZBrush. The only thing I really use Photoshop for was doing some color shifting and levels, stuff like that. The Carriage bump texture and specular maps were created in Photoshop, but all color other maps and the rest of the bump maps were crated in ZBrush. Normal Maps were also created in Zbrush.

What can i say except i love it!! You have inspired us all, and i think it turned out great.

Cool