So, me and some friends decided to have a speedmodeling competition. The task was to create a bug in 1 hour and record the process. I ended up creating more of a basemesh for a praying mantis than an actual finished model, as i'm really not a fan of high res polygonmodeling. Might be i'll have a go at creating the same thing with zpheres and see if i can do it in under 10 minutes.
Anyways, here it is:
torsdag 22. oktober 2009
torsdag 8. oktober 2009
I did a troll. Yay for imagination!

Figured as i already had an orc, i might as well use a troll for my next experiment. Might be i'll put them together in some rendered image.
This time around i used the superaverage man model provided with zbrush, and altered it to look like a WoW troll. Not quite happy with the head and some proportions yet, but i'll get to it. I simply altered the proportions of the model, made some different hands for it in MAX, and sketched in the basic muscular anatomy.
As is the case for both this and the orc, they will not be looking near as defined as the sculpt in any final render when i set up the skinshader. It will contain three diffuse maps, a normal and displacement map which will change the detail of the base sculpt quite a bit.
Dragonkin 20 min Zsketch
Did a quick test of Zspheres2 sketch feature based on WoW dragonkin.
Seems like one is quickly able to generate a mesh to the proportions one wants without having to worry about topology.


Here is the unified skin version. No topology to speak of, so one will have to rely on retopology later if the mesh is to be deformed in animation (which is fine by me).

One could also go for the adaptive skin, which provides some semblance of topology, mostly the same as can be generated with just a common zphere mesh. Will still need some reworking of topology.
Seems like one is quickly able to generate a mesh to the proportions one wants without having to worry about topology.


Here is the unified skin version. No topology to speak of, so one will have to rely on retopology later if the mesh is to be deformed in animation (which is fine by me).

One could also go for the adaptive skin, which provides some semblance of topology, mostly the same as can be generated with just a common zphere mesh. Will still need some reworking of topology.
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