Hey guys long time no see.
It's been a while since I posted here, but let me assure you I have not been slacking on my 3d work. I worked on an indie project for a couple of months, but then I decided to refocus on my video game project "Wreckage." I finally got around to doing a redesign for the t-recks after I took a dinosaur sculpting class with david krentz along with participating in a couple of other zbrush workshops.
For those of you who haven't seen the original t-recks check out this link:
http://eat3d.com/forum/work-progress/t-recks
I started on the redesign on wednesday and I tried out a new workflow that came to my mind. I started out using dynamesh in zbrush and getting my main shape in there and then exported to blender where I built the low poly base mesh. I then exported to zbrush again where I am currently doing the rest of my sculpting.
Hopefully you guys will show me the same level of support you did on the original sculpt and I would all love your feedback on this new design. I still have to finish getting the legs and arms to look right so don't critique on those just yet.
Alright guys enjoy! I also posted the old low res sculpt to compare.
Replies
Great work so far!
Lazerus Reborn: I know I will add all those later in sculpting.
snow: This guy is called the T-Recks because with this game project I'm working on we are trying to reinvent dinosaurs since they are on an alien planet. Since the designs of the dinosaurs are reinvented I thought it would be cool to do the same to their names.
Anyway here is another update guys!
It looks like you're trying to hand-sculpt everything on a mesh that's not dense enough to support these details. Why not use alphas?
Hope you don't mind if I post some refs.
http://www.icollector.com/Full-scale-male-T-Rex-head-display-from-Jurassic-Park_i8632843
Hey there Snowfly! Thanks for the refs, but I'm trying out a new technique for scales. It is a technique that Cesar Dacol Jr. uses for his dinosaurs and it contains the style I'm looking to achieve with this guy.
Here's an update!
Also, great work! keep it coming!
Well this is a creature I am creating and it is a alien that resembles the t-rex. Since this is like me reinventing the t-rex I decided to reinvent the name as well. Yes I am spelling t-recks on purpose.
Right now I'd say you're putting in detail onto the back that don't doing anything major for the silhouette just making it a harder job to re-topo later. It'll be really hard to get a decent normal map out of that as well, the edges are just way to steep in some areas.
Stop mucking about and make sure that most of the t-rex is up to the same detail quality before moving on to micro-detail things. It'll be easier to decide where to go from there.
Other than that, good work so far! And keep working hard!
It will be hard to retopologize if you are taking this into a game engine of coarse. If you're just showing off the sculpt then that's cool - I think its really good so far.
Makes me wanna bust out a dino myself.
But it is going to be hard to sell those spikes through a normal map
Lookin good, keep up the good work
[ame="http://www.youtube.com/watch?v=bkKtY2G3FbU&feature=player_embedded"]Hardware tessellation with DirectX 11 (Unigine "Heaven" benchmark) - YouTube[/ame]
As far as the modeling goes you are trying to focus too much on the finer details too soon in the modeling process. I would suggest you sculpt out the muscle groups and skin wrinkles (on the finer parts of the skin) first.
Also reference! I've never seen scales like the ones you have on the back. THey just look too blocky and not enough like rough skin. Find some good dinosaur reference.
Check this guy out. http://swordlord.cghub.com/images/
also change the matcap..
preferably green matcap or metal 4
I will try and fix the the scales a little bit and I have already sculpted out the muscle groups and I will redefine those after I sculpt the scales.
Well this isn't suppose to be a natural looking dinosaur through out. I'm just trying to make a fantasy/sci-fi dinosaur that looks monstrous. I fixed up the teeth a little bit as well.
Love it, tho I second the critique concerning back scales.
The scale and the body weight look good, as does the hatchet nature of the critter's face. You've got this started well, you just need to solve this problem and it will be clear sailing.
[ame="http://www.youtube.com/watch?v=z1cAyfpsMJ4&feature=mfu_in_order&list=UL"]T-REX_Making05 - YouTube[/ame]
Wow huge fail on my part... Well your dino is looking bad ass too! It's nice to see where this new one has gone. Your old one was looking nice, but this new one is definitely an improvement. Now just match the render
I got around to doing some redesign work to the neck today. Tell me what you think.
however I'm not sure of your ultimate goal. Is this just crazy sculpting practice or do you intend on making a low poly at some point? those spikes are going to make retopo a bitch.
I'm going to make a lowpoly and yes it should be interesting to retopo haha. Here's another update.
Lastly, I find the name not really fitting. The original T-Rex was the Tyrannosaurus Rex meaning Tyrant Lizard King. The name T-Recks literally means nothing at all. If you want to name it something cool, think of other movies with aliens in them and their naming conventions. For example, the aliens in Alien are called Xenomorphs which is generic, but gets the ideas across. Avatar also is filled with several well-named aliens like the Hammerhead Titanothere whose name accurately describes the Hammerhead-like behemoth. I hope this helps, and I am impressed with your sculpt, it just needs a bit of work.
Thanks for your critiques there specsowl. I named this guy the T-Recks because basically this dinosaur is the t-rex reinvented on another planet, thus the reinvention of the name. Also I don't really see my dinosaur lacking muscular structure on the head. Could you maybe do a paint over or make some suggestions how how I would improve the muscles on the head?