Wanted to practice hard surface techniques in ZBrush so thought I'd have a go making some of the shields in this concept art piece:
Starting simple with the second from the left, top row. Pretty much finished with the basic form and will be moving on to detailing.
Replies
You've got the form alright, but, why do the high poly in a single piece?
You could seprate the metal rim, the boss, and the rivets from the wood section and you would be able to sculpt a cleaner piece without having to worry about a rough transition between materials.
Gonna see what I can do about splitting it up.
I'm going for the well used look :P
And i did mine bowed too, because of the same reason...the direction of the lines. It will be nice to see you progress through the textures too.
What's that old saying... Great minds think alike?
I understand what you're getting at but I'm struggling to figure out how to improve it, do you have any examples or tips?
A normal Shield was 6-12mm thick but yours looks like 30mm+.
Maybe make the iron thinner like iron plates with hammer tracksand rivets.
I don't agree at all. A 6mm shield would break easily from a strong sword wielder. leather, wood and metal reinforcing could easily make it an inch thick and heavy as well. The shields from these games show thickness (texture painting) even though in game they were little more than a couple of planes.
World of Warcraft Shields
Warhammer Shields
Skyrim Shields
deff like the concepts so i'll stay tuned for progress : )
Make 5 planks, not 1 mesh sculpted in 5 planks. then use trim dynamic with square alpha to break the edges. Use very negative fallof. Each part should be the separate mesh. That's easier to sculpt.
For the "wood grain" use Orb brush, small size. Sculpt just few vertical cracks, and the rest should be the texture. Thats my word I've sculpted a few days ago the wooden planks, and god, thats horrible what I've done Because I did a lot of vertical cracks, not just few.
And for every step, use layers. You can change the opacity layers then. It's very powerfull. Like:
Layer 1: Edges
Layer 2: Vertical Cracks
Layer 3: Wooden Grain
etc
For the metal you can use Surface noise to all mesh, then use trim dynamic for randomly reducing the noise.
Hoped that helped Again sorry for PRO english
I used dam_standard then pinch brush over it a bit and used hard polish around the edges. I also applied clay polish to the whole plank with the sharpness set really high and the max curvature set really low.
I've been using this as reference http://cgtextures.com/texview.php?id=9253&PHPSESSID=aahj4n17v3fp2amb4udkli1466
Sure, it would be easier to make flat shields, but curved ones wouldn't be that hard either. They most likely be stronger from frontal impacts too. It would just take a few days to soak the wood, bend it over a form and dry it.
Not really sure how to go about the metal (iron) parts. Any advice?
Getting a bit stuck now though
Trying for something like this:
If you do decide to go a route like that I'd put those details on a separate layer.. you can control the intensity, and if you don't like it, simply turn it off
It could also be a specular thing too, like you said. Spec will introduce some contrast. Maybe try a metal matcap.. there are a few good like anitique iron and steel ones on the pixologic website for free download to get a general idea.
Just my two cents, take it for what you will. Looking good so far!
Remember that if you take a section of it, it's coing to look something like this:
Thanks, it's appreciated. I'll have a go at varying the noise intensity a bit more.
Yeah, that's why I put that larger crack in the wood there. Maybe I'll just cut that entire corner off that plank.
Gonna move onto the texturing now, I think!
Aaaah, ok. Thankyou!
And is there a way to weld points together?
Use Ctrl + shift to hide parts of the mesh so you can retopo behind areas.
From what i remember, no i don't think there is a way to weld points together you just have to delete and redraw. Its fairly limited but simplistic to use.
You can make this even easier by taking the mesh down to its lowest subdivision level and then hide the polys (they are larger and easier to hide). Now go back up to your highest level and do your re-topology