Hey guys! Love what I'm seeing on Polycount, first content post, we'll see where we go from here.
EDIT: I forgot to state explicitly, but I would LOVE critiques on anything you're willing to write about. Please. Don't hold back.
A quick sphere sculpt I did of a serene little goblin guy. He started out angry but became more pleasant as it went on. Right now I'm not sure what to do to bring him to the next level. You can see I've done a quick polypaint pass just to get an idea of how he might look, it's not at all final. I also gave him some noise/pores at the highest level. No plans to make him game-ready, just messing around, trying to learn more Zbrush.
He does seem a bit lumpy-- I was trying to be intentional about that so it doesn't look accidental, I know Zbrush stuff tends to look like that easily esp. when starting out.
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Especially in the side profile
Good start though!
Meat - Right when I was re-learning how to model and texture. Maps generated from texture via Unity.
A fish! First real foray into Zbrush, I had some topology issues that plagued me throughout.
A stylized, multi-purpose rock for use in one of our myth levels. I loved the sculpt, but had no idea how to retopologize it. (First use of zspheres) I eventually sat down to just do the work with the topology brush, slowly figured out how I needed to do it, but about 60-70% of the way done Zbrush started crashing consistently. Still incomplete. :shifty:
AAnnd...here's what I'm working on currently, a costume for our Hermes character (only basic char. mesh shown). Made the base tunic using the Dress-o-matic function of Cinema4D and am now sculpting away at it. I've made a custom alpha for the decoration but am running into troubling keeping the pattern size consistent due to Zbrush's brush scaling. Urgh.
I like that rock too and I think you are on a good way to retopo it!
Those are kind of older pictures of the rock, I love the sculpt, but I guess the topo brush isn't meant for the kind of use I'm giving it because at the point I'm at I have a lot done but Zbrush runs really slow on every stroke I draw and eventually crashes. I'm thinking I'll have to use something else, oh well
The rock's progress:
New topology, some non-quads/tris in there...
And the back
EDIT: I just realized the shell is way too thick on those shots, that's a quick fix though if I ever finish the topology.
Ok, so I've seen the awesome tutorials by choco for making terrain for Cryengine and UDK, and since pretty much every project I've worked on has struggled with awful terrain, I really wanted to get the time to give it a go. So for the past couple nights that's what I've been working on, using Zbrush instead of Mudbox and trying to get the terrain looking good in Unity, as that's what we use, and it will be good to know.
In Zbrush after World Machine:
In Unity, actually got it and the texture in without much trouble, but the texture looks really gross and pixelated. The next step is to figure out how to overlay detailed textures for grass, sand and rock on top, but those also I'm having trouble getting to show up at an appropriate resolution.
Revived my rock back from the dead, used it as a test for 3D Coat and xNormal workflows.
You might be able to see there are some errors with the xNormal bakes in the textures, I didn't have any idea what I was doing, so I'm hoping the redo of the rock topology will fix some of those.
And here are my revisions on the rock topology, where I tried to really take my time and get the guides right from the beginning:
It's exactly 2001 tris total, I really "tri-ed" to get it to 2000 exactly. I think it's an ok number? They should be quite big...
This started out as some sort of wood/stone club, it was fun letting it turn into an interesting axe.
Simple staff, not too happy with it.
WIP photo study of a school of fish in a kelp forest. I spent some time and experimented with making decent fish scatter brushes, they'll go in last once the kelp is done.
Werewolf design sketch, I'd like to paint him. His claw was initially 3-pronged like those gardening tools but I found it reads better with only two.
First thing I did was a quick sketch of my foot just to test my paper out, along with some drawings while watching Twin Peaks. I didn't spray this first page and it got smeared pretty bad.
I have an idea for goblins with a borrower/elfish vibe that steal things from local towns and use them for their own devices.
Tried drawing some spaceships, not good at that at all.
Some leafy cabbage knights. Knights of the Trowel? I don't know. Sort of inspired by similarities between halflings and cabbage patch kid proportions.
Kabbage King and Kabbage Kreature. Obviously the design here is basic, it's just a piranha plant, but I'm really happy with the drawing, I think I hit a new level of detail and rendering.