Hi guys.
After doing quite a bit of low poly work and some scripting in the last couple of years I finally made the decision to take the plunge into ZBrush. Having never really worked with it before it's been quite a ride, which I'm sure you're all familiar with.
My first serious sculpt was of this dragon below. Let's just say it was more than I could chew off, but in the end it taught me a lot. My first actual sculpt was the Gumroad tutorial by Shane Olsen with his frog, that helped me a lot when it came to taking control of ZBrush.
The other sculpt is what I'm working on right now, and came right after the dragon. So far I feel I'm doing a whole lot better, it's a lot cleaner, but also a lot more simple compared to the dragon. Right now I'm mostly tinkering on the long flowy tail things, so they're still a little clunky.
I've deviated from both concepts a bit here and there, some due to not having mastered ZBrush and inability to use all the tools and brushes correctly. But also because some things I just liked better :poly122:
I'm mostly looking for critiques of my work and tips for ZBrush so I'm hoping you guys can take a lot and give your honest opinions.
Both conceps by Baldi Konijn for a personal project we're working on.
http://baldi-konijn.com/https://www.artstation.com/artist/baldi-konijn
Final Wyvern:
Final Gulper:
Replies
Tigerfeet: Yea a lot of things don't match, mostly because I struggled with ZBrush. After finishing the gulper concept, I'll work on a few more concepts, maybe even something environment like. After that I'll probably revisit the wyvern, and give it the love it needs with my hopefully improved skills. I love how badass the concept is.
Might do a little more work on the wings and the body tail fin as well.
Would love some C & C!
Over the weekend I finalized my low poly and baked some proper textures. Also made a better looking keyshot render, which will be nice for my portfolio. Currently in the process of doing some handpainted texturing. Textured pic is a direct screengrab from the Unity editor window.
Also made a material, it adds a rimlight according to a ramp based on a normal map.
Now what I feel I have to focus on is the transition from soft skin and harder scale stuff, especially on the long flowy tails.
Would still love some C & C on everything!
if you put this in marmoset 1 you can get a really nice outline around it. I think it would really give it a toon (cellshaded) vibe. Also are you using gradient maps? Baking one out would be simple enough and help the view focus more so on the head.
Also do you know substance? If not, I'd give it a try, combining hand painted textures with substance materials yields some rather interesting results. But render that one in the second marmoset.
I know about substance and it looks amazing, but at the moment I can't afford it, even when it was on sale on steam earlier. Just too strapped for cash at the moment. When I get the chance I really would love to give it a spin!
Some more shots on my ArtStation
And then for something completely different. I'm doing exercises in facial sculpting, since I am terribad at it. After reading quite a bit on facial proprtions I started sculpting and my first try wasn't that great but I'm hoping for some feedback.
My first, Bill Murray. Or as Id like to call him Bill Murrays brother from another mother. Yeah, it looks human. But theres not a real likeness to Bill sadly. First human face sculpt, so still pretty happy. Learned a lot. Theres so much wrong I cant even pin point anymore where the similarities end. If there are any.
And then My try at Ian McKellen. its a little better, the proportions seem a little more in place. But still not quite right. An improvement, I feel. Learned a lot about it. Things that I feel are wrong are the brow, the nose, which on the side view should be straight, not with a bend. And theres stuff wrong with the forehead. Also no asymmetry but thats a step later in life I think. Much much more to learn about general proportions first.
So if anybody is able and willing, I could really use some critiques on these so I can learn from my mistakes and work on them in my next sculpts. I'm going to try to do one daily, if I'm able, to improve.