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"Huantalien"

andersh
polycounter lvl 10
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andersh polycounter lvl 10
Here is the stages of my latest character, created for a class assignment. Looking for crits on the sculpt before I finish the sculpt up and move on to transferring maps and texturing.

The piece is based on a concept by Carlos Huante (looove his creatures).

First attempt at ZSpheres:

01_ZSphereA.jpg

First Pass:04_FirstPassSculpt.jpg
Second Pass:
05_SecondPassSculpt.jpg
Third Pass:
09_FinalSculptPreview.jpg
Fourth pass and posed for the assignment:
-3.jpg
-2.jpg
ZBrush Retopo:
huantalien01_full.jpg

I feel like I rushed into surface details and posing too early, but had to make the assignment - I'd like to hear some crits on the matter. I'd like to improve the sculpt a little more and then go ahead and work on the texture.

Replies

  • JO420
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    JO420 polycounter lvl 18
    Wow,hell of a job on this model. The muscle structure on the alien is realistic looking,even for an alien. I likes.
  • Luke_Starkie
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    Luke_Starkie polycounter lvl 8
    Looks really good!
  • Luke_Starkie
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    Luke_Starkie polycounter lvl 8
    @andersh, I was wondering if you could answer me a question.
    * You know zspheres ? would it be possible to use them to build my character then sculpt my character, Then retopo but then use the retopo' version as a low poly base mesh to import into max or something ? is that what its actualy doing ? Thanks alot ! :)
  • andersh
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    andersh polycounter lvl 10
    @Luke_Starkie: Yes, that is exactly the process I used here - and my first serious attempt at this "high poly first" work flow. I built a basic model using ZSpheres, then sculpted it, then retopologized it using ZBrush's topology tool and Live Surfaces in Maya. Then with my new low poly, I UV'd it and transferred the normal map between high poly and the new low poly.

    If you wan't more information, check out Zach Petroc's ZBrush DVD's and Scott Spencer's ZBrush book. Those are the resources I used.
  • Luke_Starkie
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    Luke_Starkie polycounter lvl 8
  • andersh
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    andersh polycounter lvl 10
    Hey everybody! I'm revisiting this character and finishing him off to add to my reel in the next few weeks, but I'm having an issue with the map baking. Here's a shot of my baked maps on the low poly:

    hauntalienbakePreviewpost01.jpg

    You can see I highlighted some errors in my maps. With my limited knowledge, I am guessing this is a raycasting distance error casting the arm onto the hip? Can anyone out there educate me on this point, or direct me to a tutorial that would clear up this baking issue?

    My other thought is that maybe I could separate the torso from the arms and bake it that way, but then I'm concerned that I might generate noticeable seams (its pretty seamless right now).

    I baked my maps in xNormal.
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