ZBrushCentral

WIP - Combat Boots. (UPDATE in Post#11)

Combat boots I made for my Heavy Infantry figure - http://www.zbrushcentral.com/zbc/showthread.php?t=59565

The boots were an extraction of the foot of my figure, from there I sculpted it with the details. The base mesh of the soles were created in 3DS MAX 2008, used alphas and masking to create the thread pattern.

Thinking of using zshperes for the laces.

WIPboots1.jpg

Please tell me what you think and if you have any suggestions, thanks.

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Nice looking boots. I think if the tread was a little more sharper around the edges it would finnish it off nicely. I would use splines to do the laces, not sure of the tools in Max though.

Did you use a refference when making these and what is the lowpoly count of the base?

I have pairs of 1/6th scale boots from my military action figure collection that I use as reference. Nothing like having a physical reference you can hold in your hands. :smiley:

Now, about the base, you mean the polycount of the soles in Max?

Just wondering what you where going to use them for in anything. Im talking about the polycount of the whole boot, was you going to make a retopology of this boot so you can use it for a game, animation e.c.t?

I want to use it for my character for my demo reel which I want to send to video game companies. The “Low” polycount of the boots minus the soles is 363836. Remember, I excracted the boot as a new subtool from my characters foot which already had a high poly count.

363836 polys is not “low”, hehe. i think in most games characters are still under 10,000 polys. Mesh extraction is cool but really not useful for games or animation, unless you do retoplogy over that extraction. Also having the soles separate really doesn’t serve any purpose and would make things more difficult for the game riggers etc.

i answered some in your question thread, but here is another suggestion if you run into problems, why not make the zsphere its own tool and then append one boot to that, that way there is no pivot problem with the zspheres.

Excellent idea! I never even thought of that! Thanks dude.

About the polys, my intent for my demo reel is just to show my modelling skills, so I figured I should just go crazy with subdivisions. :smiley:

Im no expert on demo reels as I havent done one but, wouldnt it be better to show the wire of your work as well as the high poly details. I would have thought game companys need to see how organized your edge flow and poly count is.

I would merge the boot into one, and build new topology then project the details back.

Okay here is the lace so far. I decided to ditch the symentry function for the ZSphere and decided to just “draw” the string from end to end. Now the challenge is tying the 2 ends together in some way.

Shoestring1.jpg

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Would anyone have any suggestions in how I can “tie” the lace?

Right, so this is the best I can do to tie the knot. I used Spiral3D to make the knot.

Shoestring3.jpg

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They came up really good.I like the laces :):)Well done:)

Hi TJX. Great display of zsphere control. Really like the end result. You should do the boot sole again and I am shure you would push this to the next level. A bit thinner with a little more intrincate pattern and this will be killer. :+1:

Hi, thanx for the kind words and suggestions. I think I’ll go back and improve on the soles at another time. It’s time I move on to another part of my figure. I’m going for a slightly exaggerated comic book look which is why I decided to have thick soles for the boots. I’ll probably work on the gloves next. After everything is done, I’ll add extra details like scratches, dirt, and weathering. Thanks again.

Great job. But, how did you make the soles!? I’m trying with some and it’s a mess.