Update:
Toying with the head:
Getting somewhere on the max armor. Update:
Update:
I think I'm just about done with the sculpt. Maybe a few changes here and there, and then I'm going to go on to the max hard surface.
Hey guys!
This is my first time posting my work here, so I'm a bit nervous cause of all the awesome stuff going on here!
Anyways, one day I hope to work in the game industry, so I'll continue to practice.
I love halo, so I wanted to make an elite. But I didn't want to make an elite with the standard armor, so I took it upon myself to have fun. I kinda see this as a "tank elite" that has all his weapons built into the armor. So I kinda have this idea in my head that the elites (or covenant engineers) and the humans worked together on this armor. And one of the earth engineers kinda liked iron man too much (or it's just me).
Anyways, I'm not sure how much this armor fits into the halo universe, but it's been fun to build thus far all the same.
Everything thus far is zbrush. The body is zspheres, then retopology, and each piece of armor is started from a zbrush cube primitive. I find that doing hard surface stuff in zbrush is a bit messy tho, so I'm gonna surface everything in 3ds max as needed.
Not done yet but I thought I would make a wip thread all the same.
Zspheres:
Base Mesh:
Crits welcome and thanks
Replies
I also agree with Teriyakistyle, the hard edges look a little dented/softened in some areas, that may be what you are going for though.
i think it looks good and reads well (which is the important bit), but i guess some tightening would be cool. One idea might be to do a retopo pass over the high poly if you haven't already, kinda like cedric seaut: http://www.zbrushcentral.com/zbc/showthread.php?t=71639&page=4&pp=15 (scroll down a bit).
It prolly would look more solid being done in a traditional modelling app but i kinda like zbrush hard surface stuff
jmchristopher: Hey dude thanks for the crit! You're speaking of the torso armor right? Cause if so I see what ya mean. I'll change that up a bit to allow more movement. Still have to make room for the real shoulderpad!
beartraps: Eventually I will. Wanna pound out the rest of the concept before I start to work on the final.
Nizza_waaarg: Hey dude! Ceds work is the reason I tried sculpting hard surface stuff! He is awesome. Anyways, I'm not sure if I wanna retopo then continue to sculpt cause I'm not sure on how much time it'll take to fully make everything smooth looking. Maybe I'll try it and see how it goes though
DeathByChris: Hey dude. I didn't use the adaptive skin cause they are so messy in the first place, I had it in my mind to simply use the topology tool. My final zsphere model was a bit different, I'll post it below. Then after that I just retopologised over the zspheres. I'll also post the adaptive skin below so you can see how crappy it was .
Looking pretty good dude
I really like using Zspheres but the adaptive skin doesn't always give me the results I would like.
Thanks for the reply.
Thanks guys! :P
@DeathByChris: NP dude!
So I have this idea where the elite will be holding a halo helmet in the final render, like he effed up some spartan and took his head. Anyways, Here's a recon helmet I made It's a bit different, but it's kinda the same.
Also I can show you waht I mean when I say I will rebuild it in max after I have the concept finished, as I have already done it with this model.
So the concept sculpt:
And here is it resurfaced in max:
low poly:
wire:
I think that's everything!
Right now your not getting much detail from your high poly beyond softer edges.
Anyways, Here's a small update. I have most of the body done, but I'm not ready to show it cause the rest of the armor doesn't have any secondary details. So for right now I'll just post the helm:
There isn't really any secondary details on this either but I feel more comfortable showing it. I'll have to get to it tomorrow, however.
Take care, mike.
Really awesome hard surface sculpting! I'm digging the design as well
Why didn't I know this sooner lol Thanks SuPa! And I concur, Awesome work Jensen, I love it!
When I do this it allows me to draw spline-like things over the zspheres and make those into a model. How do you get more area with this tool?
For sculpting it i use a lot of the dam-standard brush, clay tubes, layer, and flatten. I just kinda outline where I want the details to be, use the layers brush to bring it up, then flatten the edges at an angle. Pretty simple process just done over and over.
Here is a breakdown of a few of the meshes:
So yeah they are all cubes. I think it's actually easiest that way to figure out the shape you want. For me at least.
@SuPa- thanks bro!
@innervision961: Thanks :P
@uneditablepoly: This should help you out
Otherwise, it's all looking awesome. I'm digging the fin-like detail on top of the recon helmet.
You shouldnt have probs getting into the industry if you keep working like this.
Great work man!
Too bad you're wasting your skills with such a overrated IP. ah ah, just kidding!
Keep on kickin man!
An Elite has come to review your supposed developments of a new line of combat harness.
So far, it looks good. I did like the first run at the armor, but I feel the elbow region feels wrong. If you look at the design of the common Elite combat armor, you will notice they left the elbow unguarded. If you wish to give it an elbow guard, I suggest it be segmented or some other thing to provide more flexibility.
The helmet looks great. I look forward to seeing further development.
@Zoidy: Thanks for the crit. I'm not to worried about collisions as a little self clipping in a game I think is ok. I'll make sure to minimize the clipping tho.
@Uneditablepoly: NP dude and thanks :P
@torontoanimator: Thanks a ton bro glad you like it!
@Conte: Thanks!
@Carlo_c: NP dude! Thanks :P
@[HP]: Thanks for the words of encouragement. I sure hope so btw wth is IP???
@Ultra: Thanks dude!
@Harry: Thanks dude. I think the texture of the sculpt adds a lot of character, but cleaning the mesh in max is just so much more practical, and I can always add those details later.
@The Master Elite: Thanks dude glad you like it. Yeah the details aren't set in stone yet. I'll search around and see what I can do for the elbow.
Small update: I've been searching for the details, and what I have on the front upper leg is the direction I think I want to take the rest of the undetailed areas:
Thanks guys!
Hey bro glad you like it! Yeah the helmet is a bit small, but I actually just moved it forward on the head. So I haven't had to hide the real head below. I'll play around with it and see what I can come up with:
Update:
I think I'm just about done with the sculpt. Maybe a few changes here and there, and then I'm going to go on to the max hard surface.
Good luck!!
but, I cant help at thinking that the retopologizing from the sculpt to sub-D is a lot of work that seems like it would take a long time, when you could just start with the sub-d,
but then its obvious your probably finding a lot of really cool forms that you probably wouldn't stumble into if you had started with regular modeling. and I imagine if you have a template to model on top of, you might actually end up saving some time in the end.
either way its looking really great, and I anxiously await where those goes, both aestheically, and work flow wise.
Very clean stuff.
I second a video of your workflow, this looks really great!
Thanks
@konstruct: You're exactly right. It is a seemingly unnecessary step, but all I have to do is make the new right ontop of the old, make a few tweaks here and there, and then break open the champagne
@ZacD: lol I'm not sure if I'm going to add more detail.
@commandor: Just for you:
high poly wires
nothing too special
@DEElekgolo and beartraps: Here you go guys:
this video shows basically everything I do
[ame]http://www.youtube.com/watch?v=70Vo7tGOV2M[/ame]
The video doesn't really show it, but to get this base mesh I used the cube3d primitive, then make the x and y size 50 in the initialize menu, then make a unified skin of that with the lowest settings for every slider.
@wup101: Thanks dude! I'm not entirely sure on the subd level, but I can say that it's high.
Told you it was dumb!
~P~