Hi all,
For a long time after playing the brilliant Uncharted 2. I wanted to create my own version of a Tibetan Artifact. Initially I thought that I would make just one artifact as Zbrush practice, but after doing one I enjoyed it so much I though that I would do another, which then led on to another. So below is 3 artifacts that I modeled, textured and rendered in Zbrush, they are all hi-poly and completely created in Zbrush apart from contrast and framing in Photoshop.
Anyway I hope you like them, would love to hear what you guys think.
Cheers
Chris
Replies
Great stuff. That middle one is beautiful (all of them are, but especially that middle one).
Would love to hear about your poly painting workflow on these, if that's what you even used.
This should be added to the banners thingy thing. better than that 3x croth close up wtf
Walrus, Cexar, latronrael, shrew81, BelgianBoolean, shotgun, ajr2764, afisher, Razgriz, Doughnut Bear, Alberto Rdrgz - Thank you all very much for the comments!
Oiban, toxic_h20 - I have been super busy over the last 2 or so years so my folio is really out of date, but I plan to be sorting it out asap, will post a thread when I have it together. Thanks for the interest.
paulsvoboda - I'm happy to create a quick outline of the process I used to texture the models, I imagine that a lot of people will already be using a similar process, but if anyone is interested then I can put something together. (oh yeah, it was done using polypaint)
Thanks again for all the comments!
That's incredible.
Whats_true - Yeah, the white background definitely could be better I just wanted something quick and texture-less, cheers for the crit/opinion though!
Nix - Yeah these are a bit out of the game rez poly budgets but hopefully with "megameshes","Tesselation", etc we should be seeing objects with a smoother silhouette in games soon-ish. (maybe not objects this small though. he he)
haiddasalami - Thanks for the interest...
I had no real plans to make any more artifacts, but some people had expressed an interest in my workflow for polypainting, etc. So I thought that I would make one more artifact and try to document its progress.
This turned out to be a lot harder than I thought it would be, lol, I ran into all sorts of issues trying to do this. Zscript does not seem to work as flawlessly as I remembered and I lost quite a lot of the stages, then I figured out an alternate method which seemed to be working but on playback frames where corrupt. Anyways, all I have to say is that, I have always had a lot of respect for people that created tutorials/videos but after having tried to create one I have even more respect for them!
I hope to have something to share soon (over the next few days hopefully). I have attached an image of the finished artifact.
Hope that you guys like it!
Cheers
Chris
Any thought of turning these into some sort of game assets? just wondering no need too actually do it, but it could be cool to see how you might translate all this detail into an asset
I love the subtle DOF on the left hand bracelet. I agree with HughieDM, would be lovely to see this baked out into a 512 just for shits and gigs!
Love it all.
Love Adam.
When I first saw the first pics I was like, oh, nice concept art, but good luck modeling that and making it look good! :P
Looking forward to that video.
I look forwards to the tutorial as I have no idea how you do things so quickly.
+1
Grimmstrom/Neoncypher - Thanks lads, good to see you both posting again!
Alberto Rdrgz - lol, thanks mate.
HughieDM/scotthomer - Thanks yeah I did think about it, I had intended for them to be like the uncharted collectables where they are the only thing on screen and rotatable by the player. I know that does not mean unlimited budget but it would mean a bigger budget than you might normally get for an asset like this. Anyway I might bake them down at some point because as far as I know there is no way to do a spec map in zbrush and some of them would benefit a good bit from a spec map so baking them down is appealing.
c0ldhands - LOL,he he, if you want to see untextured sculpts I can do that, but wires in Zbrush are pretty unreadable, if you know what I mean.
jeffro, [HP], sprunghunt, - Well after some ordeal I have finally finished my video walk-though, I would call it a tutorial but I think that would be a disservice to all the guys and gals that have created great tutorials, mine is rather weak in comparison.
Anyways, I have not vocally annotated it as I find my voice really annoying and I don't want to burden you all with it. Please pause the video if you are trying to read some of the text, I have kept the text onscreen time quite short to cut down memory size.
Lastly sorry if its a bit jumpy/fast had a lot of problems trying to record out of Zbrush, ended up using the timelapse feature which as no control over how fast it plays back. (also vimeo has scaled up the video so I'm sorry about the blurry quality, if you want to see it original size, please click the embed button and watch it from there.)
http://www.vimeo.com/27311497
(Does anyone know how you embed Vimeo, been trying to figure it out for ages? I've seen it done in the news section of the site.)
Anyways I hope you find the walk-through interesting/useful.
Cheers
Chris
beautiful work man!
(Akula bows silently in awe, backs out, not turning his back towards Your Majesty, bows again. And again. And again.)
Awesome stuff!