Hey guys, thought I'd make a new thread on my most exciting project so far. My task is to create a character and environment to be viewed in realtime.
It's my first time using ZBrush and Maya, so any crits, ideas and tips would be most welcome.
I've started on designing my character (Female). Based around ancient south american culture.
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show us some more, the zspheres are just a base, its okay but nothing to really crit on. Basemeshes are not worth that much these days, with dynamesh around and all.
My reference image happened to have high-heels. Haven't got into the process of using my own drawing as a reference yet.
Never really used a tablet until now. Must say it's rather good fun and so much quicker. Will have to get one for myself.
Anyone with that much definition, especially a woman, would have a leaner shape. I find it helpful to start with a very lean shape and lay down some muscle definition, then use the ClayTubes and FormSoft brushes to build up fat layers on top of that. Remember: fat lives on top of muscle.
Decided to re-sculpt my character from the base mesh, this time using a more 'lean' body and using a better reference.
(Will get some images up when I can).
Been looking at dressing the girl up:
-Piercings/tattoos
-Bones for trinkets
-Leather bands etc
For the tattoos.
Should I draw my alpha in photoshop then spay it onto the mesh, or should I just hand draw it using the poly paint?
Anyone know if zbrush can help me out with arrays? Or copying an object along a spline (eg: creating chains)..?
Sculpted some human bones. Thinking of using them as clubs or sharpen them out for spears.
1: Humerus bone
2: Femur bone
To further illustrate this point, these 2 images helped me realize this fact when I was doing a study on this:
Here is what I have come to so far.
I was planning on importing the mesh into Max and unwrapping within 3Ds. Or should I be staying in zBrush?
I'm new to baking so I have no preferences, I would just like a clean bake and unwrap.
Bear in mind that this is going to be a model of around 9,000 - 12,000 tris. So I do plan on crunching those numbers with perhaps the Decimation Master. That does mean I will lose my quad topology.
Anyone know of any tips or pages which would direct me in unwrapping a human character? Things like where to draw the seams or what part of the mesh I should be mirroring.
Thanks again
Good advise I think. Try more sketching on paper or just in zbrush , paint important muscles using clay brush, try to block important areas before you add any little details. Keep going. Cheers
Keep sculpting from reference and you'll come out on top.