Creature design.

Hi,

Thought I’d share something that I’ve been messing around with tonight. I’ve been experimenting using blender with zbrush. The head was sculpting using zspheres 2 in zbrush before being converted to a mesh, I then used decimation master to make the model more manageable in blender. Then I had a play about with some light set ups and with the materials.

Still a wip at the mo but I might take it further.

Software used: Blender, ZBrush, Photoshop.

Cheers for looking.
Chris.

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what it needs in my opinion is some character. What is it’s personality is it an extremely vicious marauder or is it a greedy creature who uses his savage strength. it would be very interesting to make him a scholar. Does he have weapons like swords, axes, pikes, or does he use his claws as his weapons. If you are going to give it clothes make it reflect this creature

Hi Jack, thanks for the feedback.

They are all things that I will consider if I take this character further. I don’t think I will develop him any further than a bust though. Would be interesting to see him as a scholar, wearing the hat and gown :o)

I love your design. It seems very original, and I think he (?) has quite a lot of character already, though it would be fun to see a little bit more about who he is and what he does.

I think the only thing that I’d like to point out is it seems his specularity is a little too even (though the goose pimples on his shoulder are particularly impressive). I do definitely see some variation there, but I’d like to see less overall spec, and more simple highlights. You also might try a color ramp on your specularity to add that extra pop. Also, have your tried applying some subsurface scattering? That might give it some additional depth.

Aside from that, your skin materials look great, I like the coloring a lot. It’s part of what makes him stand out. The sculpted bits look fantastic.

Great job, and cheers!

vertex paint a.o approximate, SSS and some brown colors and sculpted hmm interesting and some good study of anatomy, backed a.o and painting in gimp is good.

the only problem i have is that the texture is mirrored in some places and the resolution looks a little low. otherwise AWESOME! i wish i could sculpt…lol

es, resolution is usually 4k for professional use…sounds crazy tell me about it

Hey guys, cheers for the feedback!

I should have some updates soon as I’ve spent some more time on the texture, material and lights. The size of the texture is actually 4096 x 4096px but I’m not using the uv space very effeciently at the moment, hopefully my next update will be a bit better. I’ll be doing a full pass on the texture in photoshop adding extra details etc.

Think I might have a play about with some hair next.

Very nice man I really like how you unwrapped it seamlessly!

So it is at high resolution very well, just try to fit as much detail in with that high amount of pixels.

Else you can just take it to 2k , if there isn’t anymore detail being added otherwise I really like him…

Here’s bit of an aupdate on the texture, materials and lighting. Still more work to do on all three and the final lighting set up will depend on the final illustration.

I think next I’ll move onto modelling some accessories and work on the eyes.

The hair is just a test really, it’s the first time I’ve used it in blender, not getting the results I want at the moment but I think the character looks better without it anyway.

Cheers again for the comments guys.
Chris.

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Just a bit of progress on modelling some armour and metal braids. Still need to add a lot more braids and texture the shoulder pads.

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Hi,

Bit more of an update. It took me a while but I found out how to duplicate an object along a path for the braids. Still need to add some more but I got bored of doing them…

Texture and material on the shoulder pads is temporary at the moment but I think it will probably look quite worn and textured when I come to do it.

Thanks for looking.

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Bit more of an update. Mainly on the armour.

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Looking really good Chris. I really like the skin textures you used for this. Do you mind sharing some of your workflow. Did you paint this using Polypaint or in Blender, Photoshop etc and what maps did you use Disp. Normal, Specular etc. Were the maps mapped to the model and rendered in Blender?

Also in the image below, I see you have “preview” windows open. Can you tell me how to do that in Blender?

pg

/uploads/default/original/3X/d/5/d5873f758badce0cce05c3653e09403a61025512.jpgd=1269301977

That is one mad cyborg hobgoblin! :slight_smile:

I think it was shift+p in 2.49, and 2.5 doesn’t have the feature implemented yet.

whoa!!!. that is one mean creature. i like it very much from modeling to comp.good job sir

Cheers for the comments chaps!

@Paint Guy - to get a preview render up just hit shift+p while hovering over a viewport and it will bring a preview render window up. It can be a bit clunky to use but is quite useful for previewing sections of your scene. When I get a few minutes I’ll explain my workflow for this and upload some textures etc. Best get some work done now though…

Cheers.
Chris.

Sorry Felix, just realised that you explained how to do the preview render.

Awesome work! really like this one!