ZBrush

Internship Character Test

I just found out about an opportunity over at NCSoft / Arena Net and I've decided to try and get an internship there. The test/application involves making a high poly character and then generating the maps for a low poly (7,500) model. The concept drawing is from Guild Wars 2 I believe.

Here's what I've got so far. Kinda blocked everything in and I've just completed the head area. Next up should probably be the chest, but I might work on the armor for the arms first. We'll see what happens tomorrow.

Don't mind the amputated leg. I needed to remove it to see the inside of the thigh for some stuff.

Sunken Treasure

New Project under way is to create an underwater scene in ZBrush. Did a quick sketch to work out my plan of attack. Started some base meshes in 3DS Max and then immediately moved into ZBrush. Got the Brain coral started and then went to town on the whiskey barrel. Really like how the wood texture came out. Next up I think should be the Treasure Chest, then probably some work on the Reef piece.

Gas Mask Update

Really loving dDo I must say. I redid the mesh a little, which meant redoing the UVs. Not too big a deal since the last texture wasn't super. Figured out how to update maps on current projects by just saving over files. Didn't do it here, but good to know for the future. I think it'll work for new meshes as well, but I'll have to experiment with that later. Here's the updated mask model with textures applied.

Round 2 of textures.

Working on some old projects

Here the first pass on a gas mask I made. Trying out dDo and after using it for a while I believe that I need to redo my UVs. Hopefully I can get the materials to migrate over, but I'm afraid that it won't actually happen so I'll just have to start over. More practice with the software I guess. 

First pass on textures for the gas mask

Posed the wrong way

Well, class is almost done. I had to jump ahead even though I'm not done with the modelling yet, but it was part of the assignment. Here's the result. At least I got a chance to see what Marmoset can do, and I'm loving it. Even threw in my own custom sky box. Can't wait to start doing this kind of treatment to all my models.

A little more progress

Did some refining on the vest and decimated the hair. Got a lot done, but I still have so much more to do. Most of the work I did the week will have to be redone, but oh well. I'll just chalk it up to practice for the final version. I had to get some texture maps into Max so that I could submit the material for class. So not ready for that stage yet, but I baked out a bunch of normal maps and redid my UVs. It actually gave me a good idea of what can go where. So far I've got 3 maps. One for the skin type sections and another for the Accessories; Vest, Skirt, Shirt, Shoes, etc. The last one will be for the hair, but I still have a couple of other things I'd like to make after the class is done. e.g. handcuff holder, batton, watch. So maybe there'll be a forth map or just some better use of space.

Anyways, I should go to bed. It's late. Here a turnaround from Zed Brush.

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