A while ago I did a random head in ZBrush as an exercise and I happened to like it a lot. I've always meant to develop it further into a character and today I woke up in a creative mood, so I began this project. Here's the concept and below the head I did before. I'll have tons of questions throughout the process cause it's pretty much the first character I'm going to do all the way and I wish to make this a portfolio piece. Comments and critics are more than welcome.
Hah, thanks! As for the game, I think Lead & Gold gets pretty close to that. Gotta preorder while it's still hot!
PS: Is there anyway I can edit the thread title? I forgot to add a [WIP] to it. If regular users can't do this, would a moderator be so kind as edit it in for me? Thanks in advance.
Nice sculpting and concept work. I really don't like the large shapes in the sculpted mustache. If you could figure a way to get a nice wirey looking mustache, it would fit this character so well.
Dang, thanks everyone for the feedback, I really appreciate it, keeps me motivated and it's what's going to drive me to finish this piece. :thumbup:
As for the mustache, I *think* I like the volume but I haven't experimented with anything different. I do agree the sculpt looks sloppy, but I have already separated the head from the mustache (it was all one single ztool before) so I'll be able to try out new styles.
So, I've modeled basemeshes for the clothes and was gonna import them into ZBrush for sculpting, BUT...they don't fit the original model in terms of position and scale. Here's what I've been doing:
1- Exported the head from ZBrush as en .OBJ
2- Imported into Max, default settings
3- Without changing the head in any way, I've modeled stuff around it
4- Align the pivot of each part with the pivot of the head
5- Export each part as a different .OBJ
6- Import the model into ZBrush onto a different ztool
7- Go to the character ztool and append the newly imported part
Am I doing anything wrong or there's really no way to get back from Max with the parts aligned correctly? I'm going from this...
i would have everything aligned in Max, on the origin preferably. Then export each separate piece as an obj. import each piece into zbrush and save each piece as its own ztool. clear your viewport after each model is saved as a ztool. hotkey for that is "t" then "cntrl+n" don't worry about alignment at this point. once each piece is its own ztool, take one of your main ztools and draw it anywhere and hit "edit" then go to subtool menu and click "append" and just click on another ztool. it should be aligned correctly. then just repeat for each other ztool. then you can save the whole thing as a new ztool that has all pieces
Hmm, thanks man, gotta try that. I manually aligned the hat and did some sculpting on it. It's pretty much done but it'll come in handy for the other pieces.
Bit of an update, although I've had less time to work on it than I wanted to. Also, I know there are issues with the hands, I think proportions are a bit off. They're almost what I want in the final piece and they're not looking awful so they'll do for now. Still some work to be done on the coat and maybe some details on the hat (although I might just model some pieces in max after I'm done sculpting). Everything else hasn't been touched, hence the weird looking pants. :v
Update time! Worked a little more on the coat and finally started to work on the lower parts. I won't go crazy with detail on the sculpt, but I think I might detail the boots a little further. I'll add details to the pants as well but I'll first make the belt so I know where to put seams and pockets and everything. Also, must not forget SPURS.
Haven't had much time to work on this, but I managed to get the boots done, I think. Need to work on the shirt and vest and then move on to the belt, holster and the revolver.
Hah, thanks a lot man. I hope I don't let it slip along the way and manage to make it look good in the end. I also have to say again that I'm open for criticism, I'd like to know if something's wrong or could be improved before it's too late.
Haven't had much time to work on this, but I've pretty much finished the high poly, except for the revolver. I would like some crits as there are parts I'm not 100% confident about, so I'm all ears for suggestions.
This stuff is really great. My only complaint is that the folds could use a bit more gravity..
yeah this is possibly what i muss, dunno i was going to say, that the cloth looks a bit random on certain areas, but yeah maybe just some gravity will do it
that looks incredible, good work but on the colour scheme, not sure if that's final, but maybe some dull blues or greens for a bit of variety instead of just brown :poly127:
Thanks guys, really appreciate it. I must confess I felt kinda lost at times when making folds and that must've resulted in the randomness you guys feel here. It is pretty rushed but I thought I could get away with it, but apparently I don't. :P I had a hard time finding good ref for this kind of clothing, so if you guys know of any good ref I could use it'd be much appreciated, as I will definitely take some time to fix it.
As for the colors, I just wanted to present it a bit more elaborate than just a regular clay material and to feel the contrast between the skin and the hair/clothes a bit., it's definitely not final.
I usually use flickr for clothing reference, that and a mirror.
I am by no means an expert, but try thinking in terms of draping and stretching between points. I find that doing game stuff is a bit harder, since it has to work for all imaginable poses, but I guess it is about compromise; that or animated normal maps. :poly122:
Changed things a bit, but not much. I'm kinda growing tired of looking at while making little progress each session so I think I'll call the high poly done for now and start working on the revolver and then on the low poly. I know it's not as good as it could be but if I nitpick any further I know I won't get it done. Crits are more than welcome anyway, I'll probably revisit it once the revolver is done.
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PS: Is there anyway I can edit the thread title? I forgot to add a [WIP] to it. If regular users can't do this, would a moderator be so kind as edit it in for me? Thanks in advance.
Me love!
Keep working on it.
As for the mustache, I *think* I like the volume but I haven't experimented with anything different. I do agree the sculpt looks sloppy, but I have already separated the head from the mustache (it was all one single ztool before) so I'll be able to try out new styles.
1- Exported the head from ZBrush as en .OBJ
2- Imported into Max, default settings
3- Without changing the head in any way, I've modeled stuff around it
4- Align the pivot of each part with the pivot of the head
5- Export each part as a different .OBJ
6- Import the model into ZBrush onto a different ztool
7- Go to the character ztool and append the newly imported part
Am I doing anything wrong or there's really no way to get back from Max with the parts aligned correctly? I'm going from this...
...to this.
This.
[ame]http://www.youtube.com/watch?v=f3THVbr4hlY[/ame]
Hah, yeah! Didn't realize that before, but it does remind me a lot now that you've mentioned it. Makes me wanna see that movie again, I loved it.
very well done!! keep it up!
yeah this is possibly what i muss, dunno i was going to say, that the cloth looks a bit random on certain areas, but yeah maybe just some gravity will do it
As for the colors, I just wanted to present it a bit more elaborate than just a regular clay material and to feel the contrast between the skin and the hair/clothes a bit., it's definitely not final.
I am by no means an expert, but try thinking in terms of draping and stretching between points. I find that doing game stuff is a bit harder, since it has to work for all imaginable poses, but I guess it is about compromise; that or animated normal maps. :poly122: