really getting pumped for WoD, so I decided to make my own version of Grom. This is not an entry for Blizzfest.. just something for myself on my own time outside of work. The plan is for PBR materials, rigged n posed nicely and perhaps something more w/ other characters down the road. Thanks for watching.
I started all but my main figure base meshing in 3DS Max. The base mesh of the figure was pulled from Zbrush-- one of the male figures. My hard-surface shapes were kept fairly simple. All my parts were separate, and I held my edges through smoothing groups. Here is an example of my wires:
Afterward, I exported my main big shapes (gloves, boots, etc) as separate objects so they would come into zbrush as separate sub-tools. I exported them in w/ the sub D levels turned up, fairly even in resolution, and w/ the isoline display turned off. This way, they would hold their shape in Zbrush, and I could reconstruct the sub divisions later. Here's the initial block-in:
For the the fur shapes, I blocked in some really low res shapes started from spherinders-- dynameshed and z-remeshed til I got the shape I needed. Then when I started to make the actual hair tufts, I made one tuft from fiber mesh, and then proceeded to make an insert brush from it, and duped it and positioned it tuft by tuft.. really pleased w/ the result.
Lots to do yet, but pretty much down to scratches and textures. Stay tuned for more. Cheers!
Replies
love the fur so much !!
Cant wait to see more!!
really nice work so far!
On the tufts on the shoulder, wrists and legs:
shoulder: probably handled mostly w/ planes. I'll group the tufts up in some places and bake them out, as well as bake out individual tufts to place around too
wrists and legs: it's gonna be tricky, but I think I can bake a ring of mesh to capture most of the fur around those areas.. then poke out some individual planes for added volume
@ Skodone-- haven't forgot bout your question man-- I'll make a tutorial and post up settings..
edit: sorry for that..
Kaarna-- yeah I will definitely vary up the fur.. I think I'll wait til it's all baked out, and then vary it up w/ planer tufts that stick out of the mesh.
I've a question : How much time did you spend on the armor basemesh in 3dsmax?
And all the details on the basemesh ( like spikes, cercles on the shouler, .. ) , after import that in Zbrush, did you keep all as separate subtools or did you merge them together?
Good luck for the Retopo :-)
my base mesh took maybe a week for me to get everything in order-- I started w/ the figure first, then exported the lowest sub division to Max. For each of my subtools, all of them had a turbosmooth on them, so I cloned them, made a layer for the new clone, hid the old one and collapsed the stacks, then I attached the all the pieces that went together, like all the glove parts went together, all the belt or boot parts attached together, then I had about 15 pieces and then selected and exported the selection as an OBJ, then to Zbrush, they all come in as separate sub tools.. you can then group split as needed or keep them together and use your polygroups to mask things out, reconstruct sub divisions, all that jazz.. then it's mostly just grunging things up to your liking.
AlexWhite -- I've kept much of the detail subtle enough, but crunchy enough so that I don't think it will overpower the bake too much-- I think at this point, I'll grunge it up further in the texture-- gonna get my trial on w/ Algorhythmic very shortly.. so we'll see how that goes.. otherwise, I'll 3DO it for my bases.
I usually don't care for the orc/troll type characters but... This... is so effing cool.