Hello all, I'm LoM Chaos or just Chaos (LoM stands for a game I'm working on -Legend of Mazzeroth) Nice to meet you all.
I'm going to start a model going thru the normal pipeline and work flow of a 3D artist. The concept art is from a mate who gives me these to practice.
Here is my to do list :
(I realise people do it in others ways to but I like this way)
Base mesh in Zspheres
High poly sculpt
Retopology
import to max
unwrap
normal map
texture proccess
Sound good?
Replies
not really sure what the concept is meant to be though, it really looks like it could be more interesting (some recognisable features - does it even have a face? is it big, small? i have no idea of scale here)
Okay yeah I updated the first image.
What do you think? Should I start with Zspheres guys? I'm kind of new to them and having a hard time imagining the stuff (even tho there is a concept right here )
http://boards.polycount.net/showthread.php?t=64108
By finally starting the sculpting he got results and learnt something.
There is no progress without getting started. And even if you are making some mistakes at the beginning. So what? That's what you and everyone else is here for: To improve.
So once you get started you will see the progress. Post your results and updates and then more hints and suggestions will be posted in here.
Edit: Quick time, right?
I'm kind of worried about the flatness at the bottom and the big ball things at the top... that's all covered in sculpting right?
It could also be that you're not adding spheres to the top and bottom (or left and right) of the chain. For some reason Zbrush tends to shit the bed if you just draw them in one direction.
1 milla-second slap up pic xD I can't really do anything to the part where the head is and the side where all those other parts are. Just the end tail.
Cheers,
Don
Now, this is the sculpt so far. If you notice it says "Inspired" that means I was going for something more organic and normal compared to my mates concepts at the start.
Basically here we are: I hope you like it, because who would want to crush a guys hope on his first project for the PolyCount forums right? =]
Hello all, this is an update on the sculpt. I've been PolyCount forums for a month now but haven't had the time to post and I realise you guys are pretty strict at critcising art and such. But it's for the better ofc. =]
Now, this is the sculpt so far. If you notice it says "Inspired" that means I was going for something more organic and normal compared to my mates concepts at the start.
Basically here we are: I hope you like it, because who would want to crush a guys hope on his first project for the PolyCount forums right? =]
Peace.
Are you going to make a low poly for this and texture it? If you haven't done it before, it'd probably be good practice. This is a pretty simple model, so if you just want to learn all the steps of doing the retopo and the bake, it'd probably be a good place to start.
As for the model itself, it's kind of hard to critique because it's a big fat worm. There's no telling how it might look. But I'd say search around for some reference photos to get some inspiration for the details you're putting in. Think about the different surfaces as you sculpt them and try to make it very clear which parts are, say, loose wrinkled skin or hard exoskeletal shell, etc. That's where the ref helps a lot.
http://images.google.com/images?gbv=2&hl=en&safe=off&sa=1&q=macro+caterpillar+&btnG=Search+images&aq=f&oq=
http://images.google.com/images?gbv=2&hl=en&safe=off&sa=1&q=close-up+bug+face&btnG=Search+images&aq=f&oq=
Don't be afraid to push the details ridiculously far on something like this either. Check out this Pixologic interview with some of the guys from Epic. The link goes to page 2, where there are some pictures of a wormy bug thing by Chris Perna. (Be sure to expand the gallery at the bottom too, and check out the other pages as well. It's all inspiration folder type stuff.) After the initial shock and intimidation of how cool that is, take a close look at it and try to see what kinds of stuff they did to make it look the way it does.
And try different alphas with the clay brush too. It's fun and useful.
:icon3:And don't bump without content. It's frowned upon.
I'm working on a good topology for the actually retopology. I done a quick low poly but it looked really bad when the normal map was applied. I'm not sure how to unwrap the worm as stupid as it sounds. Not sure of the ideal way.
And all I have to say is that.. EPIC RULE at zbrush and all.
I'll keep that in mind with the bumping stuff. I just didn't get a reply for about more than a day..
Thanks again!
Also, I'm gonna do that if it doesn't come out so great, as a second practice. Then something more like the Gears creatures altho there stuff is pro and kicks ass
Who knows.. I'll keep revamping. Does anyone have a link to that cool pinkish/flesh mat that they use?
Alright, here is what I have. I went over board with detail. I'm not a big fan of adding detal everywhere but I guess it does look more life like...and a big giant Sh*t
I want to go onto the re topology now so this is were I'm stopping.
I would try to create some contrast between the hard/soft bits (if there are any hard bits)
At the moment it all looks like a dried shell. Looking at the reference that was posted there's a clear difference between the rigid parts of the bug-worm and the soft bits (gears of war stuff). I would also look at some real photos of worm/caterpillars to inspire my acid king, if i were you.
Not really sure what the original concept was going for to be honest.
Tattooed ninja-turtle styled slug monster? If you were going to even loosely base your slug off the concept, i would suggest a more cartoony/funny style for the mesh... at the moment it looks like a hybrid of the original concept and an attempt at the detail from a gears model.
You get the process, Now it's time to work on the strokes.
Hope to see more!!!
Cheers
For the concept - think WoW.
Thanks again.
You've gone entirely too far with the low frequency detail. There's no single detail on it that has been refined to a non-playdough look. You should not be at a point where you are using alphas for detail. Secondly, you have used the same texture(or very similar) over the entire model. My eye doesnt get to rest on anything.
Seriously, take more time sculpting large and medium scale details. Maybe try not using alphas at all. Refine refine refine.