Not really a pimp but me learning high poly and Zbrush. Sorry if this post gets long.
I haven't done much Zbrush or high poly work so I'm still banging around learning a work flow. I'm hoping to get some feedback on ways to approach building this.
The concept for the shield is taken from Warhammer Online. Right now my approach is:
1. Create the low poly in Max, use turbosmooth to see how it will divide in Zbrush then bring it into Zbrush.
2. Create all the details of the shield in Zbrush using things like the layer brush to paint in the details like the spikes and trims. I would use alphas to get detail for the blood splatter.
My initial thinking was I could just create an alpha based off of the concept art to give me a head start but I don't think I would learning anything by taking that route. I've included a couple of early WIP shots from Max showing the low next to the high w/ the concept I'm working from and from Zbrush showing the low divided to 1.8 million polys.
Thanks for any help.
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The reason I ask if its for a class project is because if you have to use zbrush to make the shield... its not the easiest way to do it (in my opinion) but very do able. First make sure your low poly object matches the silhouette of your concept art, and give it a half sphere on the front. That would take care of your low poly.
Use a lot of masks while sculpting, and use the flatten brush that helps out the best when doing hard surface objects.
Hope I helped a little.
Oh almost forgot, depending on how high rez the concept art is you could apply it to your model as a texture then under masking options, click mask by intensity. That will put a mask down on your sculpt via black and white from the texture.
In this next shot I used masks for the trim. I then used size in deformation to pop it out. Looks like I got some smoothing where the trim meets the base of the shield though.
Edit - Took the shot out. I have too many images going on this thread.
Overall pretty legit shield. Keep up the good work.
The first shot is taken in max with an AO and Normal map applied using Xoliul's viewport shader.
The second shot is taken from inside Marmoset again with an AO and Normal map. Marmoset is great BTW. Having a lot of fun with it. Thanks for sharing it.
As it is, I'm having a hard time seeing this as metal, looks more like stone due to the lack of any reflection.