Been awhile working on lots of different things in Zbrush, been trying to get the hang of hard surfaces. I'm finding it easier to lay down a base mesh in Maya and bring it into Zbrush when dealing with non organic objects.
While the technique of grabbing a ball and mushing it around to create a sculpt can yield pleasant results I'm finding that the line flow ends up sucking and you kind of fight with the surface a lot. So you then do a retopology of the surface, but at that point why didn't I just whip up a quick base mesh to start...
So this model is the start of a halfling warrior. The armor was extracted off the surface of his body, and then I used different polishing brushes to harden up the surface. If you look at the piece of armor on the top of the shoulder its warping a bit and isn't totally flat where I want it totally flat. I'm thinking if I retopo it I can control the line flow better to the edging that I want to achieve.
His skin texture was my first effort at hand painted skin (the eyebrows were projected from a photo and looks like poop :p). The best CG skin I've seen uses the hand painted technique, so I'm gonna learn it :). His head is too wide right now, which is an easy fix.
So I have about 3 days invested in this character, (there's a body and a lot more armor). However the design for his armor sucks and the head is meh, so scrapping this guy. I will revisit the idea after I find a decent armor design. If you have any decent armor designs please drop a comment or MSN me.
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