After a long hours of thinking of which zombie will i make, i decided to make rocker zombie. Im gonna post my rough sculpt later. This is my first time to join a contest so goodluck with me hehe.
Hi guys, here's my character submission for this contest. I really want to make a paint draft first, the thing is i dont know how to paint hehe. So i've decided to just make a draft sculpt in zbrush. After deciding to make a zombie character, Pepe smith first comes up in my mind as a reference. he is a legend rockstar inrw11 my country.
Here's my sculpt.
I think i'll finish modeling him first, before detailing.
I found already of what clothes he will be wearing.
This is what I've done already. I don't know if i got the topology right for animation and still thinking on how will i add the details on his leather jacket, i am really new to this.
Anyways this what i've done so far, im really having a hard time to model the collar/pocket/ of the suit. I dont know if its okay to seperate the collar and the pocket from the suit.
Here's the chuck that i made for him. Modeled in Modo. its funny how its much easier for me to model this, than his suit, im really having a hard time to model thecollar lol.
Looking great so far, mstyle. Very nice! Not sure what your concern is with the collar exactly? Looks good to me. Eager to see him get further "zombified".
I just dont know how to smoothly transfer the sculpted mesh into low poly . Its actually my first time to do this, and its very hard for me to find a good workflow to achieve a high details using normal map. They said i need to manually model the collar in Modo/3dsmax then sculpt it in zbrush, but how will i put the scratch on it to show the flesh/bones behind the suit/pants and still not exceeding the polycounts into 15k triangles.
Anyways, i just focus on sculpting the face first. Need to add more skin details before retopo him.
If your using GoZ you should be able to take the mesh back into modo make the edits needs and then return to zBrush to continue sculpting. Depending on your setup you might need up needing to sculpt the jacket and pants after the remodel.
But the question is a little vague, sorry if this isn't the answer your looking for.
Looking really nice. Small comment: I like tearing up some of the sleeves and pants, but I wouldn't tear all of them. Maybe one leg and one sleeve? Just a thought.
@Mixamo, thanks for the tips, its now a lot easier for me to re-edit the meshes back and forth from zbrush to modo.
@Anais. It just happened that i have my references to ripped from both sides. Anyways i still followed your instruction and this is what i did so far.
I did not detailed his cloth a lot(test-only). I don't know if this is the right approach to model the hole/scratches from his jacket/pants. The pants/jacket are not thickened from inside, i use double side in zbrush and modo both. I don't know if i can do that, my concerned here is the polycount.
This looks great! He kinda looks like Bill Nighy. The jacket and shirt look o.k. for polycount, but the shoes and pants are a little too hi-res. I'd delete some edge loops on the thighs and calves. XNormal is a great free program for baking normal maps (and free!). Save your poly budget for facial detail.
HI GUYS, CAN I ASK A QUESTION? WHAT IS THE RIGHT APPROACH FOR THIS CONTEST??
IS THIS GONNA BE A STILL-IMAGE CONTEST? OR CHARACTER FINALIZATION FOR ANIMATION?
MY PROBLEM IS THE FOLD OF HIS CLOTH ( JACKET, PANTS), AS YOU CAN SEE I HAVE SCULPTED HIM IN A-POSE. SO LITERALLY THE FOLDS WILL ALWAYS CHANGE IN DIFFERENT POSES.
DO I HAVE TO POSE HIM FIRST BEFORE SCULPTING THE CLOTH, OR IS IT OKAY TO SCULPT HIM IN A-POSE?
The model would be used for animation in Mixamo's pipeline. The still is just a way to 'sell' the model. I would suggest not making the cloth folds in joint areas too complex. Knees, elbows and shoulder folds have a distinct look when they bend in animation (think a crushed tin can). I would make the left elbow more similar to the right (fold-wise), because that approximates what real folded cloth looks like. Its kinda a cheat since a cloth sim is outta the question, but it looks ok in most games. Long story short A-pose to sculpt is fine. Then pose 'em for the still however you want. Sometimes their is auto-rigger is a little finicky so if it doesn't work for well for you, try a t-pose. Lookin' great btw!
I think i almost finished modeling him. I decided to make a new jacket for him.
This was rendered in Modo using normal maps. His ready to be texture i guess.
Update: After a long days of sculpting the cloth, and this is the result so far.
I really learned a lot sculpting the cloth, especially the principles of folds. I have made may tests before turning on this final result. Still need to tweak some are of his jacket/pants though.
Update: I have made a test pose for him, its actually my first time to pose a character, and i didnt expect to be that hard, ill try to improve him later if i still have the time to do it.
Yep, you can! You should also take a few minutes to auto rig and animate him on Mixamo. (Use promo code "ZOMBIES" to do it for free.) This will qualify you for an extra $250 cash prize.
Replies
Here's my sculpt.
I think i'll finish modeling him first, before detailing.
I found already of what clothes he will be wearing.
This is what I've done already. I don't know if i got the topology right for animation and still thinking on how will i add the details on his leather jacket, i am really new to this.
You know who else he reminds me of?
T-Bag from Prison Break.
Anyways this what i've done so far, im really having a hard time to model the collar/pocket/ of the suit. I dont know if its okay to seperate the collar and the pocket from the suit.
Im planning to remodel this tomorrow.
Here's the chuck that i made for him. Modeled in Modo. its funny how its much easier for me to model this, than his suit, im really having a hard time to model thecollar lol.
I just dont know how to smoothly transfer the sculpted mesh into low poly . Its actually my first time to do this, and its very hard for me to find a good workflow to achieve a high details using normal map. They said i need to manually model the collar in Modo/3dsmax then sculpt it in zbrush, but how will i put the scratch on it to show the flesh/bones behind the suit/pants and still not exceeding the polycounts into 15k triangles.
Anyways, i just focus on sculpting the face first. Need to add more skin details before retopo him.
Sculpt then Retopo?
Manually sculpt in Modo then sculpt?or what?
If your using GoZ you should be able to take the mesh back into modo make the edits needs and then return to zBrush to continue sculpting. Depending on your setup you might need up needing to sculpt the jacket and pants after the remodel.
But the question is a little vague, sorry if this isn't the answer your looking for.
@Anais. It just happened that i have my references to ripped from both sides. Anyways i still followed your instruction and this is what i did so far.
I did not detailed his cloth a lot(test-only). I don't know if this is the right approach to model the hole/scratches from his jacket/pants. The pants/jacket are not thickened from inside, i use double side in zbrush and modo both. I don't know if i can do that, my concerned here is the polycount.
@Anais Thanks man!
Im thinking to model his guitar later. i hope that im still less than 15k triangles.
After learning how to transfer details into lowres,. This was rendered in Modo
IS THIS GONNA BE A STILL-IMAGE CONTEST? OR CHARACTER FINALIZATION FOR ANIMATION?
MY PROBLEM IS THE FOLD OF HIS CLOTH ( JACKET, PANTS), AS YOU CAN SEE I HAVE SCULPTED HIM IN A-POSE. SO LITERALLY THE FOLDS WILL ALWAYS CHANGE IN DIFFERENT POSES.
DO I HAVE TO POSE HIM FIRST BEFORE SCULPTING THE CLOTH, OR IS IT OKAY TO SCULPT HIM IN A-POSE?
I think i almost finished modeling him. I decided to make a new jacket for him.
This was rendered in Modo using normal maps. His ready to be texture i guess.
This is what i've done so far.
Polypainted in zbrush.
Update: After a long days of sculpting the cloth, and this is the result so far.
I really learned a lot sculpting the cloth, especially the principles of folds. I have made may tests before turning on this final result. Still need to tweak some are of his jacket/pants though.
Update:: Quick render in zbrush - im planning to add more texture details on his jacket/pants.
Great work!
Anyways. This is my final render for this zombie challenge. I really learned a lot. Hope to see more contest like this in the future.