Showing posts with label zbrush. Show all posts
Showing posts with label zbrush. Show all posts

Sunday, October 13, 2013

Another day...

Another day, another project it always seems.



One of the paintovers for the hair.

An earlier test bake inside Marmoset Toolbag.
(Full Resolution)

Like I have for a lot of the sculpts I've been practicing I've been using this basemesh to start.
You can find it at the Polycount wiki (http://wiki.polycount.com/BaseMesh)
It's an altered version of arshlevon's basemesh that includes a nose and ears.

 This character is part of an idea I had for an animation ages ago. It involved a world spread catastrophe leaving many higher forms of technology damaged and obsolete, a society on the brink of collapse trying to hold together the remnants of their old society, and strange other-worldly creatures that travel between planes of existence and steal faces in an attempt to end their own torment.


Monday, September 23, 2013

Practice


This originally started off as a one hour sculpt and I didn't think I'd go further than that, but I figured I could use some practice with poly painting and baking.



Textures were done in Zbrush with poly painting, and then cleaned up a little bit in Photoshop. Rendered in Marmoset. The bust sits at 1,432 tris, textured were authored at 4k and scaled down to 2k.



Friday, September 20, 2013

Samurai

Here's an update from last night as well as tonight. Didn't get as much done as I wanted to today because of my awesome sleep schedule has left me tired and more tired.



Anyways, just realized I haven't posted anything about this guy at all. Started with a new base mesh.


Included is a rough paint over of what more I need to block out still.


Added in some more stuff.

Sunday, September 8, 2013

Samurai for Chivalry

I know Torn Banner is doing the whole Deadliest Warrior thing for Chivalry and they're adding in samurai already, but I had this idea before I heard the announcement, and figured I'd go through with making the models and getting them in game anyways since I can  use the practice. It makes me a little disheartened that I'm doing something redundant at this point, but what can ya do.


This is after a night of work. Ignoring the hair, I think there are a few things throwing this off from looking distinctly Japanese. With this particular head I was envisioning a strong rugged face and using it for either the man-at-arms class or the vanguard class. My next head will probably look more like these guys here.

Friday, August 23, 2013

:V (Part 3)

Moving along with some Zbrush. Actually did this last night but by the time I stopped working it was 4 in the morning. Again. Like every night it seems. :|

Still need to add a few parts, and the more I look at it I really ought to change the head to something more rounded. Dunno what I was thinking there.



Saturday, February 23, 2013

Bustin' Ass

Recently I've been working on creating some character models for a friend's project assignment thingy. A lot of late nights later, this is where the high poly for one of the two player characters stands. A bit of work left to do on the hair, but otherwise I need to get moving to the low poly for this character and start the next one. Hopefully I can get this all done by Friday. :|