Looking at it compared to my concept, the forearm plates don't look as good as they did before, they look almost stuck on and that just won't do. They work so much better on the concept.
That needs to be fixed.
And I need to get the bunnyness away from the noggin.
coming along nicely, you can almost imagine the face expressions now. Your screen captures look a bit grayish on my screen...like lots of gamma? is that normal? Hope your feeling better soon. Cheers
That's a fantastic use of polys! Really nicely done, it looks great. The only thing that I might do is make the upper thighs a bit bigger, but thats more preference than anything else. I can't wait to see a high poly sculpt on this one.
Looking cool man, still think the weapon feels a little unbalanced as mentioned before, not sure if you've gotten around to that yet. Looking forward to see what you do with sculpting and textures.
I love that style, very appropriate for the DomWar Reminds me of King Odin (from Odin Sphere) with the armor design and proportions. Good stuff man, can't wait to see it finished.
Got it into Zbrush at lunch, split it into subtools. Next I'll figure out how to make different subtools use different materals, just to make it easier to read.
I've nto really had much chance to use Zbrush over the last few years (most of my work has been rigging based), so it's nice to get sculpting.
Looks like a lot of random details, you could try to do some major forms before you add details.
And one tip for the fur, try a flattenbrush, with brushmod on 30-40 and use the alpha on the lower right, the one with the 4 stripes, thats a great base for hair and fur.
yeah it's gone a bit noisy, personally i'd do only large & mid forms in ZB and do smaller fur as a heightmap/normalmap overlay in PS rather than spending time trying to sculpt it right.
i agree, especially if you want your texture to corporate with the normalmap it would be way easier to do the low and mid forms and then do the texture and convert that into a normalmap in crazybump
Actually, sculpting fur works pretty well in Zbrush.
Anyway, I figured out the subtools after I installed Subtool Master! Like several Zbrush things it seems very much an afterthought, but subtools rock. colouring them is still something of a ballache though.
You can't see them, but he even has pubes now.
I'm still in two minds about abdomen armour. It's make sense, but I'd get nice contrast without it. I think I might add the lip of a kilt though.
now, I realised I have a hole in my chest armour - does anyone know if I can fix that, then merge it in as a subtool and replace the current chest?
Just delete the old subtool. Import the new chest armor into a separate tool, then press the append button in the Subtool menu and select the imported armor.
Cheers, Gordon showed me how to do that and it worked a treat.
Not much extra, was in the pub last ngiht and most of my time is taken up with MP testing. Still, I managed to cut the runes into the shoulder pads today. They need to be sharpened up a tad though.
I think that arm guard is going to get flattened and redone, or perhaps just softened off a bit.
The chine needs softened a bit too, and then more detailing is required for the cheeks.
Next Zbrush question - If I was to paint the model, how could I get that data out?
This week is almost all already filled, but I home to get the Lowpoly re-constructed, and also come up with a tertiary detail layer.
It's been a busy week, I managed to get a lowpoly built and mapped (the UVS need to be laid out properly and I need to decide how much is mirrored). There are edges to be turned too.
He comes in at 7600ish triangles, the sword is about 600, leaving me 800 tris for tertiary detailing - feathers, beads, straps, ribbons, cloth etc.
8888 polygons, the figure in the bottom is in scale to the sword. Blue bits are alpha, but I just noticed the alpha on the right shoulder isn't set to blue.
That's the plan! Still, low poly built and mapped with 100 polygons to spare for more detailing.
I've started building up shapes on the armour with alpha masks, then I'll connect them up. I'm working on three armour areas at the same time, figuring out what aspects of the masks work, then copying those ideas to other sections. The thighs are the closest to being what I want, but are still a bit jumbled.
He'd knack them! Yeah, I can kinda see the resemblance.
I'm thinking that the armour still looks too organic, so I've decided to make some alpha panels and use them to add some structure to it. These panels will house the Runes.
The thigh-side guards have also lost their hard shapes, so I'll reimport the obj for them after bevelling the edges.
Replies
That needs to be fixed.
And I need to get the bunnyness away from the noggin.
Rather than box modelling, I've been using edge extrusion and edge bridging, laying out parts of the armour and linking them up.
"P
Sick as a dog today.
going nicely.
"P
Hopefully I'll get the knees and elbows sorted today, then sort out the chest and abdomen.
I hope I'm feeling better too - Iit feels like I've been given a kicking. I can't even take tomorrow off work since I've got to in to clear some bugs.
Tomorrow:
Kneepads
Elbows
Chest Armour
Yeah, it's blurry, yes, it's late and I'm still a little run down.
Sunday. Install Windows.
Knees are sorted, shins have have more detail too. Housework then the chest!
-Argyle
Abdomen.
Feet.
Left arm armour
Monday...
Paintover for a detail layer, work out the colours a little bit more.
Pub.
Tuesday...
Hopefully start the sculpt. I've not worked with subtools before.
I've nto really had much chance to use Zbrush over the last few years (most of my work has been rigging based), so it's nice to get sculpting.
And one tip for the fur, try a flattenbrush, with brushmod on 30-40 and use the alpha on the lower right, the one with the 4 stripes, thats a great base for hair and fur.
looking pretty cool though
Anyway, I figured out the subtools after I installed Subtool Master! Like several Zbrush things it seems very much an afterthought, but subtools rock. colouring them is still something of a ballache though.
You can't see them, but he even has pubes now.
I'm still in two minds about abdomen armour. It's make sense, but I'd get nice contrast without it. I think I might add the lip of a kilt though.
now, I realised I have a hole in my chest armour - does anyone know if I can fix that, then merge it in as a subtool and replace the current chest?
Not much extra, was in the pub last ngiht and most of my time is taken up with MP testing. Still, I managed to cut the runes into the shoulder pads today. They need to be sharpened up a tad though.
I think that arm guard is going to get flattened and redone, or perhaps just softened off a bit.
The chine needs softened a bit too, and then more detailing is required for the cheeks.
Next Zbrush question - If I was to paint the model, how could I get that data out?
This week is almost all already filled, but I home to get the Lowpoly re-constructed, and also come up with a tertiary detail layer.
He comes in at 7600ish triangles, the sword is about 600, leaving me 800 tris for tertiary detailing - feathers, beads, straps, ribbons, cloth etc.
I'm getting there - I ended up building my own alpha library from our Arsenal texture library for masking out the armour. It's going to save hours.
I've started building up shapes on the armour with alpha masks, then I'll connect them up. I'm working on three armour areas at the same time, figuring out what aspects of the masks work, then copying those ideas to other sections. The thighs are the closest to being what I want, but are still a bit jumbled.
No idea what the red spak is on the head...
I'm thinking that the armour still looks too organic, so I've decided to make some alpha panels and use them to add some structure to it. These panels will house the Runes.
The thigh-side guards have also lost their hard shapes, so I'll reimport the obj for them after bevelling the edges.
Hopefully I'll get the feet and new shoulder things sorted out tonight.
Time for work!
you know what it reminds me of? One of the various big-chested centurions from asterix