this is the sea serpant for an ilustration i am working on.
i finaly learned how to unwrap the UVs out side of zbrush.
i did the base mesh in SILO 2 and all the painting and sculpting in zbrush.
hope you guys like it
I like the
Jawline
eye
look forward to seeing this detailed.
Hi
Nice creature man!
All it needs is a good material;)
here he is with the b/w bump painting
well after loosing the model due to some realy weird directory malfunction on my external HD… here is the new Sea Monster model… starting to take shape… though i liked the first one alot… we’ll see where this one goes!
hey it looks like your lettin ur uvs do all the work!!! c’mon man you got the worlds most powerful sculpting tool!!! add some details man!
HA! I had to redo a sculpt over 4 times due to the same reason lol. But each time i had to redo it, i was much faster at sculpting the object. This new one actually looks better than your first one.
Try a spray brush with .8 or more displacement and a really good skin alpha and yoou should get some wonderful results for skin on this model. Our next project is all about dinosaurs so ive been practicing in my off time with skin and scales.
KEEP GOING!!!
Nice Plesiosaurus-like creature! Ive been bangin around with one myself…no wheres near as good as your’s tho haha.
Nerv… your kinda right… just trying to see where this guy is taking me… and hoping the UVs will give me some insight into what this guy wants to look like…
but yeah he needs some real texture… good advice… and im on it
DAnaconda… sure does suck to loose work… i watched my whole Library of models disapear… but i found every thing but this guy on a flash drive… WHEEEEW
thanks for the encuragement though… nice to hear you like htis one better… cause he’s the one im stuck with… but he’s fleshing out now!
i think every one who loves Zbrush loves dinosaurs and dragons… i know i always have… can’t wait to see your Dino project… if and when you are able to give us a peek!
AA-Ron your off to a great start on your Plesiosaurus also… cant wait to see him when he’s finished…
i say when were both done… we race 'em!!!
Limbo
this is about where i think i am taking this … now just needs some teeth
I really like how this serpent is developing great work keep it up , but i did nt dig the red eye much maybe its my own mind but I never thaught of those things to be evil LOL:D:P
red eyes = evil? I guess elephants and albinos are evil.
LOL yeah… those are the red eyes of hunger … Deep malicious hunger:D
but your right… i didn’t like that eye either… i will figure out something a bit better for the finished piece
Haha, Id love the idea of the racing serpents! Your details are turning out quite nicely.
JesseGraffam:. I never knew elephants and albinos had red eyes had to look it up to believe it :lol:
lostinlmbo:.Nice work man, could u just tell me whether u added the teeth in zbrush or did u add it from another 3d package?? would love to see a final pic of it like the movie “sea horse” i cant remember the name exactly :rolleyes:
im using silo 2 to tweak the base mesh… i also build the teeth there real fast and brought them back into zbrush as a subtool and clicked auto group so i could grab each tooth individualy and am just manipulating them into place.
Thanks man, but another question when u imported back the teeth to zbrush was it out of proportion I mean bigger or smaller than it was in silo 2? thanks:)
no… i used to have that problem… now i export a low poly base mesh from Zbrush (to use for scale )… then i make the objects… like teeth… then when i import them into Zbrush they are in the right scale and same location.
they basicaly pop into place… one thing i found…is if you take a base mesh into silo from Zbrush to edit… if i don’t make it 1 poly group… all the polys are seperate. so when i subdevide they just end up as little planes every where… just something to watch out for… but its helpfull to have a box modeling program on the side for little things and thining out and thickening the poly count in different places… and silo 2 is a quick and easy one… cheap too.