So I was messing around in Zbrush last night. Just doing a doodle really and ended up with this head:
Decided it would make a pretty cool Merman kind of creature so ended up spending the day doing this:
Really quite like him so think I'll be finishing this one off.
Crits and comments welcome.
Replies
personally, i'd remove the gut and replace it with something else; possibly fish armour (scales)
C&C welcome as always.
I love how the tentacles are coming out. They cleaned up nicely.
To me it seems like there is a little bit of a disconnect between the bottom of the character and the top. I did a really quick bad paintover of ways to unify because I was afraid I wouldn't make sense with just words, haha. But I think you could do some cool things by taking the nice curve and lip you have going with the tentacles and put that same curve and lip somewhere near the top. Also the suckers make a pretty strong visual texture so it might be nice to see that somewhere else like the hands? Take what I say with a grain of salt though because I'm no expert.
I decided to go with number 3, the swordfish spear, but also the lantern part of number 6 which he will carry in his left hand. However while I was starting on the spear I realised the skull could also work as a pretty cool fist weapon. Not sure which one to go with now!
Lantern concept
Might have gone OTT with the teeth lol
Not sure if I like it though...
Thankyou!
Yes I will. I'm gonna clean up some of the tentacles, do a final detail pass and then move onto the poly painting.
Out of curiosity, is this character going to stay as a zbrush sculpture or is it going to go through the pipeline and become a character? If it is going to become a character, do you have a plan for how you would retop that cage? Is it going to have alpha's or supporting geometry for the spines?
Oh haha. I just read your comment that you don't like the lantern. Awww, I like it. It might need more construction detail but I think it has really interesting elements to it.
That's why when thin people have extended guts those guts are generally quite firm and shapely either roundish like an egg or barrel or angled due to the underlined muscle tissue.
If I'm wrong anyone correct me plz
I like it!
You have superior sculpting to mine but I just wonder about the function of that gut. I think if a character with his build had fat around his waste that it would be situated as love handles on the sides more than as a gut in the middle.
I feel like I could use another sub division level but it crashes :C
Edit: I think I need to rework the face a bit. Seem to have lost the more sinister look of the early sculpts which I liked. Maybe it's because I changed the nose, I dunno :S
I'm already at 10 mil polygons :poly136:
There's a lot of surface area with all those tentacles and suckers though!
Tips and suggestions appreciated.
Thanks.
I think of it this way - if their currently deformed position becomes the "neutral" bind pose, if you try to actually put them into a straighter, more literally-neutral pose, then that pose technically becomes a deformation. Depending on how it's rigged, you could end up with lumps, strange flat areas, and/or other variously shaped oddities around the areas where the tentacles are currently curled as they try to straighten out.
I had a model in Maya recently that lost it's binding mid-animation, and just rebinding it mid-pose like that resulted in a lot of general wonky-ness when I tried to put my character back in a normal standing pose. I had to do a lot of mesh editing to get it back to the neutral pose to properly rebind it.
The results and consequences of such things will depend on the model, what you actually intend to do with it, and how flexible it needs to be. If you just want to repose it for a render, you may be able to get away with leaving them curled. If you want to have this thing full animated at some point, or the "proper" ability to fully animate it, then I would say to go ahead and straighten them out.
Any one know why it's messing up or got a different method I could try?
Edit: In case anyone finds this having had a similar issue. I fixed it by saving out the tool as a ztool and then loading it into a fresh project.