Hello all!
If I got it right, this is the place to post the WIP for my entry, so here it goes
What I'd like to do is make a scene in which the Undying and the Lifestealer relate and pose together in a surrounding that will be based on /inspired by the following image:
To a certain degree, more or less I am not sure yet.
So far I have only done the setup for the ZBrush files of the characters:
Excited to participate in the contest here on Polycount, can't wait to see what the other contestants do. I look forward to the critiques there may be on my WIP as well ofcourse
I'll be back soon with more updates!!
Jeronimo Martinez
https://txeroki.artstation.com/ https://www.shapeways.com/shops/jeronimomartinez3d
Replies
So, as for todays WIP, I've just blocked in the rough shapes and proportions of the Lifestealer model.
Nothing pretty at all yet!! Just a rough block in of volumes and structures off of which I'll refine the model progressively.
Regardless, I always sculpt and paint my own models from scratch for 3D printing Dota2 stuff on Shapeways.
Still at fairly low res (more or less 500k points), I've started to give the model more draft and roughly flesh it out a bit with a sort of very basic ecorche approach, except for where he'll have pants on since there the muscle and bone detail won't poke through. It figures since he is almost a walking (crawling rather) ecorche himself
I'll refine it further at higher res, (it's still very crunchy in places) and will smooth things out at higher res in order to not obliterate the detail completely. Then I'll add the assymetrical detail (he is very assymetrical) and I'll probably do the teeth as Insert meshes.
Added the clothes and worked mostly on the head and face. I finally eneded up pulling the teeth out of the same mesh instead of inserting them. I will further detail the union of these with the face as well as add more details further on to the face.
Next I reckon I'll work on the rest of the body so it starts reflecting his assimetrical rib/bone and flesh exposure through his flailed and shredded skin
I've mainly worked on the torso, as well as arms and lower legs to define the "holes" in his skin revealing the underlying bone and muscle. I'll refine this a bit more further on. So far I've pretty much ignored the hands and feet, which will get the needed attention soon.
Plastic? Sandstone?
looking forward to seeing the final result!
Hey there! That's great to hear!
As for the intended material I'll go for what I usually do, which is fullcolor sandstone, since I'll also give the model a paint job in ZBrush and convert that to a texture file. But in the end if I see I get too many issues with thickness in some areas, I might opt for another material which has a lower minimum wall thickness to make sure I can submit it for the contest. But I'll do all I can to get it done for colored sandstone. Yes, it will lose detail compared to plastic but then there's the color
Here's some further WIP:
Next I'll basically go up one more subdivision level and give it all a good one over and add some details here and there.
It's currently lacking a bit of resolution in areas of the face so I will give the face a good refinement and detail pass on the next subdiv level.
I'll add a tongue further on, as well as chains, when I pose him for the final scene. Next, I'll either start giving him a paintjob or I'll start sculpting the other character, "The Undying", we'll see
Plus, I also revamped my UI colors!
Then again whole thing might get too complicated with adidtional multiple objects.
Anyway, undy wins early game, ls easily does what he wants when he gets few items.
I had to make a decision between Undying in his normal form or doing the Flesh Golem, but for what I have in mind I think just regular Undying will be better. Gotta try not to overcomplicate as well since I have to put the 2 together along with some (dire) scenery and get it done before the deadline so I'll just stick with my current idea, which will be revealed further on when I pose the characters together
Anyway, I'm liking the regular undying so far, he's not dissapointing me.
As for the game, I play now and then, and especially try out a character that I plan to sculpt before I sculpt it, but I'm no expert player so I couldn't tell which is better when..I just try not to do too bad each match So I've played both Lifestealer and Undying recently, but since I'm pretty much a noob I didn't do so well. I think I liked Lifestealer better tho..
It's currently missing the bottom assymetrical part, which I haven't started yet. The tower along with some rocks and a base for the whole thing will make up the scenery for the entire sculpt. Once I have it together I will then pose and place the characters.
Still a bit more to do on it, like move some things around and accentuatte certain planes/structures, which I will do next.
Just start with a square made into polymesh, pick the insert primitive or insert cube brush if you are on older zbrush version and keep adding and resizing cubes into it to match the shapes of the 1 piece sketch as a separate subtool
The idea is to get those harsh changes in form that make it feel like its made out of multiple rocks or as sculpted rocks that really hard to get by hand using zbrush tools.
Just do it as fast as possible, quick fast big move tool and transpose changes, confident strokes with no messing around, you can this way do work in 10 minutes that will take you 2 hours sculpting and going over every part with polish brushesh.
Ironically i dont use this process myself but i always wanted it how Cedric Seat works artstation.com/ced66
Basically simillar to what you did on armor but you dont do any real work on it, the point for it to look blocky and only the dynamesh and go in with hipolish or trim dynamic or better yet trim trim smooth border with a square alpha to block in the detail.
Yeah, I agree that at the stage it is at the moment it doesn't look good yet. I still haven't finished the refinement process, by which I intend for it to look much more blocky and stonelike. Thanks tho for the technique suggestion. I just guess the way I've blocked it out is more starightforward for me.
At this point I have just used clay, clay buildup and trim dynamic, in order to get my basic planes/ faceting. Once I have these I will accentuate them to make the edges pop and emphasize the change in planes, mainly by going over them with a special standard brush I use (from the sk brushes) and then using the hPolish brush on the facets and along each side of the edges. I will also do a lot of moving, especially on the "ribs" that are on the sides, so they get a more rocky/blocky and less round feel.
I do have the base as a separate piece though and have put it through the aforementioned process. Let's see how the tower ends up once it has caught up to the base and then I'll evaluate what more could or should be done to it to make it look better. I will definitely be open to any suggestions as to what to do to it from that point on in order to improve it.
Thanks!
Next I'll do some more tweaks here and there as well as add a few details in the form of cracks, etc.
Added a floor-base:
And put the characters into the scene to get a sense of relative scale and initial placement prior to posing them, which will be the next step:
Here they are in different materials too:
And probably my favorite, gold:
Still to do is adding chains and a tongue to the Lifestealer, besides posing them and ultimately painting them so there can be a fullcolor version. But if that gives too much trouble I will always fall back on just strong and flexible plastic. I have already exported each model to shapeways to test their printablility and so far plastic is fully green lighted. Sandstone has some very little spots here and there on both characters that are just a little bit suspect and always come up no matter how much I iterate the models (tips of the fingers and teeth, etc, some of the edges of the armor) but they don't look like they should reasonably be a deal breaker in terms of printability, it's just the automatic checks determine these areas to be suspect.
I am also keeping the tower at 20cm tall since that is the max bounding box for premium plastic, as well as keeping the base 15cm in diameter for the same reason, so that that material may be available once I publish the product. The two characters are at the sizes they need to be in order to make all their elements fully printable atleast in plastic for sure and likely in sandstone as well. So, yes, they seem a little bit big in regards to the tower but I'm sizing them like this for the abovementioned reasons, plus I think it looks good like this without the tower "towering" too much over the characters.
I have a question if anyone out there would be able to answer: would it be good enough to just recommend the parts be glued on to the base or would I definitely have to add pegs to unite the parts to the base? Thinking of it from a post-production point of view when a buyer gets the parts and has to assemble them...
By the way Happy 20th Polycount!
They armor and clothes are done, as well as the face. The rest of the body just has several colors blocked in.
Finished (atleast as far as I'm concerned) the paint job on the Undying. And here is what the painted scene looks like:
Might still make some last minute changes tho. Besides that, now I'll process the textures and the parts for printing (hollowing out as much as I can and adding pegs for atleast the tower) I'm hoping the characters might get away with being glued. Anybody got any thoughts about that? I'd appreciate any pointers about that
But since it now seems that we have to keep the printing costs below 250$ (tho I am sure that when I started this two months ago in the prizes all it said was Wacom tablet, ZBrush core, 100$ printing credit and trophy, not that the entry itself was to be printed within a certain budget....), despite hollowing everything, the sum of the two characters plus the tower is just a few bucks under 250, which leaves no room for the floor (base).
What I have done instead is create dowel-like pegs that are united by struts in order to ensure the 3 sculptures play together and stay upright. They are also hollowed, but the cost unfortunately is about 20$, raising the whole thing about 15$ over the max. What I would like to know is if, as it stands now, this would disqualify my entry (which I have been working on for 2 months), or if there may be some lee-way with the 250$ limit...hell if it's 15$ over, I'll pay the difference in case my entry won (not thinking it should or will win, but just speaking for eligibility purposes here) if that's necessary, just don't disqualify my entry from being eligible because of that, especially when nothing in the rules as they were at the beginning of the contest implied any sort of restraints in order to print the winning entry (as far as I remember). Meaning that I would have planned for it if it weren't changed once we were over halfway through the contest and had already almost finished...
I would love some clarification to that regard, although so far I have not received any answer to this or any of my queries posted neither in my submission nor in the general contest section ....... feeling really cold and lonely here.......
What I will also do in order to ensure my work doesn't completely get scrapped is post more entries for each character by itself and with the intended floor as a base, since those will fit in the dough constraints, and the Dire tower I will try to complement with a Radiant tower and match them up in another entry, I just hope that I still have enough time for making the Radiant tower at this point....
I was previously confused about the sum of the costs due to the fact that I am in Europe and on the "my models" page on Shapeways the costs show up including the 21% VAT tax; I hadn't realized it included the VAT, which obviously doesn't count for the cost limit, so I am relieved because I thought that my entry, even with the stand replacing the original floor, was over budget and therefore not eligible for a hipothetical win. But deducting the VAT it's around 220$ so it's all good.
So this is what the final scene will be, pending a final quality render
So the name of the scene and entry is:
Dire Tower Guard Duty.
"As the radiant forces march up the lane towards the tower, it's ferocious guardians prepare to meet them in battle."
Here are the product pages:
https://www.shapeways.com/product/DXMGQVY6L/diretowerguardduty-diretower?optionId=65254678
https://www.shapeways.com/product/RXLBK4T68/dire-tower-guard-duty-lifestealer?optionId=65254690
https://www.shapeways.com/product/YBHN4J5SK/dire-tower-guard-duty-undying?optionId=65254711
https://www.shapeways.com/product/CAP342WSQ/diretowerguardduty-stand?optionId=65254810
I will soon be uploading the Final render.