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Character Evolution #2
Character Evolution #2
| Name: | Ori Cohen | ![]() |
|---|---|---|
| Date Posted: | Dec 02, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Ori Cohen |
Blog post
Heads, i have started doing heads in zbrush, to understand the head anatomy and to create different heads as possible, i let myself work maximum of 30 minutes, most of them were actually done around 15 minutes, with the miracle of digital sculpting its possible, three cheers for zbrush :)
Btw all those heads share the exact same base model :)
if any of you have zbrush here is a quick Tutorial on heads











Btw all those heads share the exact same base model :)
if any of you have zbrush here is a quick Tutorial on heads











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| List: | 07/21/08 - RTS Creature Pack and GAMECONTEPTPACKS.COM site redesign 02/26/08 - Pack Updates www.gamecontentpacks.com 02/22/08 - new RTS Creature Pack !! 08/25/07 - Camp Pack is coming to www.GameContentPacks.com 08/22/07 - ORC Warrior Pack available at www.GameContentPacks.com!! 05/30/07 - Character Evolution #4 02/08/07 - Orc Character Evolution #3 12/02/06 - Character Evolution #2 |
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Submit your own resources!| Willbkool (Dec 02, 2006 at 16:31 GMT) |
| Ori Cohen (Dec 02, 2006 at 16:37 GMT) |
| Todd Pickens (Dec 02, 2006 at 19:45 GMT) |
| Florian (Dec 02, 2006 at 21:09 GMT) |
| Clint Herron (Dec 02, 2006 at 22:33 GMT) |
Absolutely beautiful work.
| Neo Binedell (Dec 03, 2006 at 01:31 GMT) |

Edited on Dec 03, 2006 01:33 GMT
| Neo Binedell (Dec 03, 2006 at 01:37 GMT) |
For those interested check out ZBrush Central
People are doing mind blowing things with ZBrush.
| Radoslaw Marcin Kurczewski (Dec 03, 2006 at 04:02 GMT) |
| Phil Carlisle (Dec 03, 2006 at 11:05 GMT) |
The trouble with these tools for me, is where they sit in the workflow. Does Zbrush actually produce anything you could use in a game?
How do you create the low poly version that is used to map the normal maps onto for example?
I'm sure these things will get easier over time.
| Tom Bentz (Dec 03, 2006 at 11:18 GMT) |
| Neo Binedell (Dec 04, 2006 at 07:42 GMT) |
I do either (as explained below) depending on whether I am working with pre-created meshes, or other requirements, etc.
@Phil:
Heh, I just threw on a skin material and rendered, looks better than flat mesh and that really was sub 60 second modelling (from a base head), ZBrush is that easy to use ;p
Texturing is actually a breeze in ZBrush as you can paint directly on to the mesh as well as drop it to canvas to paint on using the other tools then pick it up again...
ZBrush can fit in anywhere in the workflow depending on what you are going for. For say 2D stuff you just go crazy as in this example. For 3D stuff you either A) Create a base low poly cage in e.g. Max and import it to ZBrush, or start with a low poly cage in ZBrush, then subdivide and add fine detail in the million poly level. ZBrush then allows you to generate a normal or displacement map from the high res mesh for the low poly cage and export to max for tweaking etc. Then load it up in e.g. TGEA and voila!
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