Software Used: |
ZBrush 3.5, 3ds Max, Photoshop |
Introduction: |
I have
always been fascinated by Sci Fi and creatures. I wanted to create
something from scratch, trying to learn the new ZBrush 3.5 features at
the same time. For this character I was inspired by the artwork of Mass Effect.
I love all the concept art you can find about the game – it has such
deep characters and history – and I wanted to make something with the
inspiration that it passed to me. I also looked at references of
reptiles and mammals to create my creature’s look.
The history I
imagined for this character is that he is from a race of great
warriors; you could imagine him on a huge battlefield in the first line
of fire. He can be a nice combat mate, but he’s brutal too. He has a
deep sense of honour and respect for the enemy, but he can kick ass if
he wants to.
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ZSpheres, ZSketch and Retopology:
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The base
mesh for the character was done with the help of a few ZSpheres,
created to be the skeleton of the character. I wanted to learn the new
ZSphere 2 features that you can find in the new ZBrush 3.5. Pixologic’s ZClassroom site is a good place to start to learn it.
With the
ZSketch tool you can apply ZSpheres to the ZSpheres skeleton, trying to
brush it out while respecting the basic anatomy workflow. This
technique is tremendously effective and allows you to quickly establish
shapes as close as possible to the initial idea, but this was my first
attempt and so the final topology was not as good as it could have
been. I then converted the ZSketch to a mesh with the Unified Skin tool
and with that I started to sculpt a couple of levels of subdivision. I
used this mesh to make some detail and make the initial shapes and
muscles, but this mesh wasn’t useful to make higher res details because
the topology was not good enough. So I made a retopology from that so
that I could start the sculpting process with a clean basemesh (Fig.01).
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Fig.01
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ZSpheres, ZSketch and the retopology process can be seen in Fig.02. |
Fig.02
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Modeling and Sculpting:
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I used the
Clay and Move brushes to start the sculpting process. The Clay brush
helps to make the first anatomy strokes and volumes and the Move brush
to refine the shapes and keep the anatomy right. Then I imported the
model into 3ds Max to create the spines, eyes and teeth, which I then
exported as a subtool. At this time I also used Max to create the UVs
of the basemesh and I exported it to replace the ZBrush mesh without UVs
(Fig.03).
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Fig.03
Then
I made more subdivisions to add more detail using the Clay, Standard,
Slash 2/3 and Magnify or Inflat brushes as preferred tools. I made him
with a big torso, huge back and deltoids, using some anatomy and hulk
pictures as references.
For the high res
detail (five million polygons) I used some organic alphas for the skin
and an alpha drawn in Photoshop for the back pattern (Fig.04).
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