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First time poster - Zombie Dwarf WIP

Hey all,

Long time lurker, signed up not too long ago. I wanted to show off what I'm currently working on. Here's the Mudbox sculpt thus far:

zombie_dwarf_wip_1_by_odinary-d7lm5e3.jpg

here's the original concept (by Sidxartxa on Deviantart)

dwarf_zombies_by_sidxartxa-d724uws.jpg

To-do: rest of the beard/head hair, the helmet, and the hammer. Comments/critiques are welcome!

My thoughts on the project thus far: I've never worked on a project that's gone back and forth between Maya and Max as much as this one has before. I'm grateful for the compatibility and ease of transfering assets with this workflow. I really wish Mudbox was a bit faster when handling higher poly counts. I'd like to take some time to learn Zbrush in the future as I've been led to believe it's a lot faster and more versatile, albeit with a steep learning curve when it comes to navigating the UI.

I'll be dropping back in with updates soon!

Replies

  • zachstambaugh
    Last update for the night: finished the proxy models of the shield, helmet, and hammer, then topologized it and threw it in to Mudbox for a little sculpting before bed. Will continue tomorrow with the props and then finish up with the hair and tweaks based on this first pass any any outside feedback. Cheers all!:thumbup:

    zombie_dwarf_wip_2_by_odinary-d7lmkne.jpg
  • zachstambaugh
    Sorry for the delay - sinus infections in Texas can cause some downtime. Anywhoo...

    Progress! After working myself in circles and refining (some by accident, some by design) I'm at the point where I feel mostly comfortable and familiar with my Max/Mudbox workflow for modifying geometry and then sculpting it. I've got all of the items built. I need to add wraps and a final detail pass on everything, but otherwise I'm ready to move on to tackling textures for this dude. Crits, comments, and questions are welcome!:thumbup:

    zombie_dwarf_body_wip_by_odinary-d7mt4if.jpg

    zombie_dwarf_props_wip_by_odinary-d7mt5d6.jpg
  • darkmag07
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    darkmag07 polycounter lvl 12
    I'm really loving what you've got going on. That's an excellent concept and it looks like you are doing it justice so... no major critiques here. Just looking forward to seeing more!
  • slosh
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    slosh hero character
    not bad so far. I think you can push the shapes and the damage further...exaggerate more....make the chips and damage larger, skew the shapes more.
  • zachstambaugh
    Thanks for the feedback guys.

    Slosh- i went back and adjusted the proportions somewhat on the final model that I did the bakes too. I might have played it a little conservative.

    The whole development of this guy has been a bit hectic being my first in-depth project in Mudbox. I've learned a lot; especially when it comes to making mistakes that will inform my workflow in the future. Here's progress on the "finished" model. I'm still doing texture polish. I feel like I've been staring at him long enough that my critical eye is starting to glaze over. :poly142:

    5554705_orig.jpg

    555712_orig.jpg

    8759364_orig.jpg

    Renders of props a bit later!
  • BradleyWascher
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    BradleyWascher polycounter lvl 13
    I love those teeth haha. I like the style, the skin and hair texture/material could use a bit of work to make them less flat but overall I like it.
  • zachstambaugh
    And here are the props (thus far) Any tips/critiques for cleaning-up/polishing the textures will be much- appreciated!

    M6ziBMc.jpg

    9546152_orig.jpg

    7733448_orig.jpg
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