Howdy Folks,
I'm excited to share my progress with you guys with my first Zbrush Character... All I've done so far is anatomy studies. So come along with me, this will be an exciting adventure!
I'm extremely new to the workflow of creating a character :O So any
critique/advice will be greatly appreciated.
**Final Update**And here's a link to a turntable of him http://bkost.tumblr.com/post/119710282360/samurai-jack-turntable
Lets start with some inspiration that I'm taking from...
And here is the very basic mesh that I'm working on...
His calf/feet need some fixing up
Replies
If you are going the realistic or even semi-realistic direction, I recommend finding an actor that might be suited to what you imagine he would look like.
Otherwise, be cautious of his silhouette since it looks like you're visualizing him with your own flair.
Looking forward to see how this turns out!
Maybe like a Bruce Lee stature
Here is some daily progress
Also, try to get away from this matcap. Try something like a basic material, it won't hide any mistakes and is much more readable. I love samurai jack this is a very cool project ^_^
...More Progress!
and really check on the head.. .faceplanes and all...
something about the shoulders also seem sa bit stiff
just the face keeps reminding me of an elf more then a man
the nostrils are quite high and somehow the mouth is also a bit up high
the forehead could be pushed further and try maybe to align the cheekbones to your
broad lower jar, which is sitll kinda massive
in fact i did a small paintover
the lower jar ends before the ear!
lowered the whole face and it look smuch more natural
Here's my most recent progress... I'm quite satisfied and I'm wanting to go to the next step. Would that be making a low poly version of it?
Thanks!
Next up is Polypainting in zbrush and taking that into xNormals
I went through the texturing lowpoly with xnormals but it wasnt working with me too well.. I kept running into issues that were difficult to solve. I plan to do a full low poly with textures on a more simple model to get the workflow down.
looking good btw, but check the silhouette of you renders and final presentation they will make the picture a lot stronger
Hi thank you.. If you saw the updated first post, there's a nicer looking render.
As far as problems I've been running into.. I figured out unwrapping and getting all the textures together. But when I appliead the color map it created obvious seams.
Like this
That's under the baking workflow http://wiki.polycount.com/wiki/Texture_Baking#Baking_Workflow
Another example
That's in Maya Rendering
I've been reading on how to fix but I'm not totally understanding it..
If its not, select the faces of the arm and do a Normals > Reverse.
Hope that helps!
thing is every software reads normals a bit different, so in one software you
have seams and then suddenly in the other one theyre all gone...