hello
i am making a sci fi vehicle for the contest at NGHS
it's the first time i do hard surface
and i decided to do it in zbrush :poly136:
it's a good exercise to learn zbrush
feedback is always appreciated
pictures!:
current progress:
my sketch/conceptart
Replies
you want to never step on your own toes when it comes to creating your work.
just my 2 cents, but something i'm consistently learning, as i get used to a professional workflow.
If it were a gun or some super mechanical hard edge piece than it might be best to stick with Max or Modo, but for something like this organic, flowing and curvy ship I think zbrush is a great starting point.
i dont think he's playing with ideas when he's jumping to mid level details bro. I remember this thing people used to do in photoshop... with like little silhouette studies... hmm. i wonder what that was called?
1) zbrush is great, but some parts are way faster in max
i wanted to do this as a zbrush only exercise
to increase my zbrush knowledge
i must say i learned a lot of it, but now i ll start using max
since there's not any point anymore in keep using zbrush
2)should 've done more concepting
now, when i m working out stuff, i start to just take a screenshot and paint over it in photshop
because i just implied it, and even though it might look right (to me), i have no idea what to do with it, how to model it
3) alberto, you are right
but this started as a zbrush exercise
i know zbrush isn't the main tool for things like hard surface but i just wanted to try it
and i saw some tutorial on it wich looked so awsome so just had to try it
must say though, those guys did it way faster then i could even do in max
i'll just keep practising
here's the mechanism i made for the wheels
testing some rigs in max for the wheels and the entrance/stairs
thx
Watch out, we got a badass over here.
Did you see the six thumbnails sized pics at the bottom of OP's post?
It sure looks like he was concepting and playing with ideas to me.
Also, you got to have the right resolution/number of edge loops to support those 'mid level details', which is why I think its a good idea to go up to that level of detail before you have to figure out your topology. Getting smooth mid res geo is easy with the hard surface brushes and you can get pretty good results with retopo if you take it to any other app where you can then make it into a clean turbosmoothing surface with those high level details and bevels.
There's a lot of value in doing your concepting in 3d without hassling over verts and topo.
I don't think you should discount this workflow so quickly.
How is the wheel going to attach on to that?