Hello I wish I can get some help with my first zbrush project wip ....
Here is a statue I am trying to make ...
separate objects are armour , the base , the statue , the sword and the arms .... any comment , opinion , sugestion is very welcomed ....
here the original concept that I have to follow but not necessarly has to be precise or 100 % I have much freedom of reinterpretation of it ....
http://img263.imageshack.us/img263/4640/conceptdg.jpg
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this is my very very first Zbrush sculpt , I didnt even start with ball or cube modeling tests lol ...
anyway the concept is just as basic guidelines , it doesnt have to look all 100% close ... the purpouse is to make the statue similar but look cooler somehow ...
About the sort of eyes or things inside the squares yes I know I have yet to detail the cuirass thing , was even considering eventually to rework it and rescale ...
About the rest what I have to detail still are: back armour , belt , armour , improve the arms and hands , improve the tunic ,the armour shouldersm the shoulder tenants , the sword ( possible will be in bronze ) , and the hood yes is a bit too high I wanted to make frontally more conformed to the head and back more folds...
Here is a test I did with a coulbe of brush alphas to see how would look on the statue that have to be in stone and see how is the effect
if you have any sugestions how to improve the severall things pleaselet me know and also how to make the tunic look better ...
how they are:
Pauldrons - flat, blocks, less pauldron more shoulder deformity.
Hilt shape - ... well I'll leave comments on it, because you obviously haven't started on it yet.
Collar - there isn't one
mouth - top lip is thin, looks like their snarling
how they should be:
Pauldrons - spikey but don't seem to be plated.
hilt shape - looks like its trying to grasp the sword, a rather blunt blocked out shape.
Collar - there is a collar or it may be straps, leading from the shoulder to the middle of the chest.
Mouth - No lips / lips parted widely, looks like a deformed grin, thick lips and possibly cuts or scars where the lips meet at the sides of the mouth.
But that said, you seem to be very good with basic sculpting. I hope to see more of the smaller detail in your next model
I am mostly concerned about the workflow as this have to be an ingame asset with a low poly retopologized model after I complete this so I am very interested into making a good model for the normal map extraction after and I am not yet sure how that works as I never done befoure ....
good luck, your gonna be making zBrush masterpieces in no time
Anyway, looking nice for your first zbrush sculpt. Right now I think it would benefit you a lot to sharpen some things up, take brushes like claytubes and flatten and get a rougher, more sculpted look.. because, well, it is supposed to be a statue. Right now it's looking little soft and smooth in some places for something carved out of stone.
Also, from the sideview, it's looking like he doesn't even have a top half of his head to fill that hood, or it's at least sloped back in a pretty extreme way. Maybe that's what you're going for, but that's not how I interpret the concept.
I hope you do add more of the details from the concept though, like the spikier pauldrons. Also, that diamond shaped armor he's wearing extends past his sides, adding to the silhouette in the concept, right now your silhouette looks a little dull by comparison.
Here is what I coul dconsider eventually final model detailed piece of the statue unless you guys tell me its not good for it ....
Check out this link Mummy Pictures see how their faces are, and replicate it on the model.
beware though, some pics are strong (They are corpses any way).
thanks a lot for following my first Zbrush work and helping me improving it ...
I would suggest starting over with a more fully formed mouth in mind, and then smooth out the lips so they become more apart of the surrounding mesh then defined landmarks. The lips are still clearly visible, but as you can see in the reference, it, like other parts of the face have become grotesque and contorted. I would also suggest reworking the neck. In the reference that entire area has clothing underneath, you really don't see the neck.
Remade the uvs and exported ...
Here is final result 3700 polygons more or less...