This is my first post ever!!!!!!! Im modeling this cool toy I have on my desk at work and im almost done with the model to throw into zbrush and have at it this so far has taken me a little over 40 hours and evenually im going to normal map it and bring it in unreal but ill have to teach myself unreal first . So far i just smoothed the side of the cart but nothing els becuase this is what i am currently finishing up. Please let me know if there are an other pics you want me to render from this and feel free to ask any question, I might know the answer.
If your going to make a low poly of this (that is the plan right?), you should edge clamp those edges so that they are not razor sharp when they come out in the baking process.
edit:
wait, are the AO renders the same as the wire renders, or did you put a mesh smooth on it?
Yes I turbo smoothed the ao version, just that one part I was working on. evenually I will smooth all the parts that need it and I test frequently how the parts will sub divide in zbrush. I just wanted to show my wireframe in the lower poly state so it wasn't so heavy
It looks like the place you are hosting your images may be having problems with hotlinking. Try another site like photobucket or something and see if you still have the same problems.
Yea post #1 and #4 i was using picasa which aparently didnt work out to well for me, so i started to use photobucket now for the newer post, i wish i could remove the older post that didnt show up.
Ill be posting the final version i am about to bring in zbrush probbaly tonight and ill start my sculpting but right now im organizing my parts. As far as the moster that goes in there well evenually I will create him but that might be a little ways aways becuase of the free time I have right now not much, but who does right.
The model is made up of wood and metal parts so mainly I will sculpt the wood grain in there also painting in a worn coroded metal look on the gears and cage, maybe a couple of dents, overall it is going to look very used up like it was traveling with a carnival circus or something.
I have to concur with vj and ubersock. Its not an organic object, I'm not sure what you're going to be sculpting on this. Personally I would use an image-based normal map for the wood.
Thanks for the compliment, you are right , but I am wanting to show I can utilize zbrush for props, I could always use crazy bump and do a little bit of cheating, but really this is a learning process for me to teach myself new techniques, and to help build up my portfolio more geared towards next gen stuff. I have been researching and colecting lots of usefull alpha maps for brushes and really cant wait to get home today after work so I can fool around with zbrush more.
The wooden details are pretty cool.How are you planning on baking the normal,ambient occ maps for this?.
You gonna take the hi poly back to max and do a RTT?
Well once im done with sculpting i will experiment with a program called xnormal to bake my normals. I hear people have good results with this and some of my coworkers are using this. I used max to create my base geo but im afraid even though i have a really beefy computer at home all this high rez geo might be difficult to bring back into max, this leaves me with choises, either i can bring in the model back to max in parts for easier management or give this xnormal program a go, which btw does AO and does a close to perfect cage for you normals, it acually uses a simulation to judge the rays before you back and then you can manually plug the near and far distance into xnormals settings. Im still doing research on this but i know I D uses it in house.
P.S. I went to GDC this year and took a class from epic on there character modeling pipeline and they were showing all there stuff in zbrush, also you go to zbrushes website to see allot of there examples. I have used both zbrush and mudbux, and mudbox is really cool very artist friendly and low learning curve, but zbrush is more powerfull and can do allot more things, i could go on about the diffences but it would take a little bit, other friends of mine in at other game studios use zbrush, so for now, seems to be a good program to focus on and master.
well originally i was going to make a low poly and still might, but in the little spare time i get i am learning the basics of unreal UDK and if i make the low poly it might be heavy just because i have lots of bars and then there is the bored with what i am doing and move on to something new syndrome which we all get. hahah but we will see. Glad you like it!
Replies
sorry, don't know why I cant put the images in the post
ill figure it out.
edit:
wait, are the AO renders the same as the wire renders, or did you put a mesh smooth on it?
Ill be posting the final version i am about to bring in zbrush probbaly tonight and ill start my sculpting but right now im organizing my parts. As far as the moster that goes in there well evenually I will create him but that might be a little ways aways becuase of the free time I have right now not much, but who does right.
It looks amazing geometry-wise though! d^_^b
Though I can see where these guys are coming from - the scupted wood does look awesome!
Also im pretty sure that a lot of the Gears 2 stuff (also non-organic props) was sculpted, albiet in mudbox rather than zbrush.
You gonna take the hi poly back to max and do a RTT?
Vj
P.S. I went to GDC this year and took a class from epic on there character modeling pipeline and they were showing all there stuff in zbrush, also you go to zbrushes website to see allot of there examples. I have used both zbrush and mudbux, and mudbox is really cool very artist friendly and low learning curve, but zbrush is more powerfull and can do allot more things, i could go on about the diffences but it would take a little bit, other friends of mine in at other game studios use zbrush, so for now, seems to be a good program to focus on and master.