Wanted some ZBrush practice so thought I'd have a go at creating a dinosaur. I've only ever sculpted 2 organic things in the past and I want to improve my skills!
Started with a base mesh in max, I messed up the arms at first but went back and fixed them, didnt realise the raptors seem to have quite defined shoulders
Fixed Arms
Sculpt
Not overly happy with the hands and feet but nevermind...
I polypainted it instead of painting it in photoshop, unwrapped it then projected the texture maps in Xnormal
Low Poly Textured, These are rendered in max, for some reason the black is really emphasized, looks almost borderlands style, seems to look better in engine
I've rigged him with CAT and made some basic animations to take into UDK
Sick sculpt, but somewhere along the way you lost a lot of your detail once you started to texture. Can you post flats or your normal, spec, and diffuse please?
Also in your idle animation the teeth go through the bottom lip. For the pose you picked, I would go for a more dramatic attack pose instead of a more idle pose. If you do a more dramatic one it also shows people you rigged it without them needing to read about it or see a video (for the most part)
Your walk cycle has too much of the CATMotion flamboyance about it still. Try and mute out some of the wigglyness (<-- not a real word), look at examples from TV series or games.
I think the only problem is with te proportions of the front view, the velociraptor should be much more thin, the walking animation is a bit rigid, but cat motion is cat motion! Anyway good job!
@CandyStripes05 I think the loss of detail could be due to the amount of polys in the sculpt compared to the size of the map I used, couldn't quite capture all of the detail perhaps. I will post my texture maps when I get a second.
I noticed about the tooth as well, but by the time I had the normals had already been baked model had already been skinned and rigged, so I didn't want to start moving things around. Also there was no where to move the tooth to, it wouldn't have been sitting in the gum properly if I had moved it. This was just due to me not checking the size of the bottom jaw proprely when modeling.
I will try a different pose and see how it looks.
@[SF]Three9 I never noticed about the hip wrinkles, I maybe could have toned them down in ZBrush, they seemed fine at the time and were similar to the reference I was using. Not much I can do about it now though.
I think you would have better results if you didn't paint over the cracks in the spec map, you washed them out with flat purples and blues. I would have an overlay layer of just the cracks as black (mess with the opacity) so there is still some contrast and this way allows for the skin to pop more.
Also add more lights to the final renders, you have the the majority of the face hidden in shadow : ( and if you have the time I would work on the wrinkles [SF]Three9 mentioned.
Replies
Low Poly Textured, These are rendered in max, for some reason the black is really emphasized, looks almost borderlands style, seems to look better in engine
I've rigged him with CAT and made some basic animations to take into UDK
[ame="
Idle Animation
[ame="
Sick sculpt, but somewhere along the way you lost a lot of your detail once you started to texture. Can you post flats or your normal, spec, and diffuse please?
Also in your idle animation the teeth go through the bottom lip. For the pose you picked, I would go for a more dramatic attack pose instead of a more idle pose. If you do a more dramatic one it also shows people you rigged it without them needing to read about it or see a video (for the most part)
The wrinkles on his hip are kinda weird...looks flabby like he lost a ton of weight and used to be huge
ps: this is my dinosaur, please guys give me some feedback for the assignment! :-D
http://www.polycount.com/forum/showthread.php?t=119961
@CandyStripes05 I think the loss of detail could be due to the amount of polys in the sculpt compared to the size of the map I used, couldn't quite capture all of the detail perhaps. I will post my texture maps when I get a second.
I noticed about the tooth as well, but by the time I had the normals had already been baked model had already been skinned and rigged, so I didn't want to start moving things around. Also there was no where to move the tooth to, it wouldn't have been sitting in the gum properly if I had moved it. This was just due to me not checking the size of the bottom jaw proprely when modeling.
I will try a different pose and see how it looks.
@[SF]Three9 I never noticed about the hip wrinkles, I maybe could have toned them down in ZBrush, they seemed fine at the time and were similar to the reference I was using. Not much I can do about it now though.
Thanks again guys.
@Stu I will go back and have another look at the walk cycle, and try and reduce the 'wigglyness'
[ame="
Diffuse
Specular
Normals
Displacement
Also add more lights to the final renders, you have the the majority of the face hidden in shadow : ( and if you have the time I would work on the wrinkles [SF]Three9 mentioned.