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Brian "Panda" Choi high dynamic range
Hey everyone! Brian C. here.

I'm going to attempt a simpe game character model execution (5k triangles is the ballpark), sculpting first and retopoing through 3Dcoat. And texturing and final render through Marmoset. So a portfolio stuffer.

As much as I would love to doa fully armored space marine or an armored mage, like with previous 3D projects I've done, it seems like they've been too much to bite and chew, so against my chagrin, I'm doing a simple design/character and seeing if I can execute on it.

Texturing will be painted, a la League of Legends, etc.

Please, please critique me. I have so much to learn, and I know this thread area undulates quickly, and I need to know how to do these things correctly.

The quick concept:
BxHM0.jpg

I'm personally not too worried about nailing the concept's face accurately, so much as making something useable and doing my best within my skill constraints.

The base mesh, made in Maya and body in Zbrush:
y3WxL.jpg

I have had difficulty making these base meshes from scratch, using just a plane. Like, I don't feel confident when "blocking" in my shapes and geometries, it's tantalizing frustrating. Iono if this is simply just a thing I need to practice to muscle memory or if there's some technique issues.

For example:
- It looked like I had too many topology rings and had a spiral going on when I got to the arm holes. I paused for like an hour trying to understand how to fix it.

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  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    664806_10151147110663227_1399367057_o.jpg

    Progress from today.

    Made the face less ugly. It's not pretty, but realistic nonetheless, I think . . .

    Hit my with ya'lls critiques!
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Update:

    At least for me, the concept is lacking, but I want to figure out the basic workflow to this so I have confidence going forward with more complex objects.

    315762_10151161949438227_2070668848_n.jpg

    382008_10151162005923227_1480297734_n.jpg

    I personally am still incredibly perpelexed and furstrated about going about hard surface detailing, or creating hard surface gemoetries of complicated shape and size.

    If anyone has any helpful ideas, know of any online resources (Free or otherwise), I'd be gratfeul to hear them.

    rk4gc.jpg
  • Fingus
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    Fingus polycounter lvl 11
    You shouldn't rely on zBrush for hard surface modeling like that. Those pieces need to be built as separate pieces of geometry, and that is just much easier in a root program like Max or Maya.

    People who do hard surface in zBrush generally sculpt to block in a concept and general idea, and then they retopologize the individual pieces. After that very little sculpting happens except to add very fine detail like bumps and scratches. Eat3D has two DVD's on this workflow, and is largely responsible for popularizing it.

    It's very tempting to do everything in zBrush but you're generally much better off making your basemesh as complete as possible and then use zBrush to add fine detail.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    So I suppose the workflow would be like ZBRush rough, and then 3Dcoat retopo, and then adjustments in Maya before reimport?
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