391 replies ·
posted July 18, 2018 7:30am
So, I decided that this place is better for posting WIPs than gallery :)
I got back from animation to modelling for awhile. Started to block out characters clothes and was instantly amazed by CurveStrapSnap brush. It alows me to wraps my subtool with band in a very natural way. It really feels like I'm just wrapping around and tighten things up instead of modelling. Just awesome.
theluthier is it okay that I'm posting zbrush stuff on cgc? I still will retopo and unwrap it in blender tho.
nekronavt glade to see u back on the modeling side ! i was feeling alone lol
u seem to enjoy ZB a lot !and u r doing ok with it !
i think this is the barbarian dude u r working on ! r u going to keep the same proportions .? cause i think that he can go more muscular !( dont forgot to give hime muscles on the legs warriors have strong quadriceps !)
keep the god job !
mmalhomsi thank! Yeah, this is the barbarian dude.
r u going to keep the same proportions .? cause i think that he can go more muscular !
I think I'll block out part of the clothes and then will tweak some proportions more. Just to not accent too much on the parts, that will be covered.
I'm blocking everything on a very low res, so it won't be a problem to tweak it along with more muscular proportions
nekronavt haha yeah it's OK. Though Blender is our tool of choice, ultimately CGC is about the art output regardless of software.
I am curious though - I saw that you mentioned Zbrush's tools are great but the navigation is weird. I know exactly what you mean about navigation..But do you find that ZBrush has better tools for sculpting a character like this than Blender? I would certainly agree with the hardsurface sculpting tools in ZB but with this character Blender's tools are more than comparable imo. Aside from cost, it's 6 in one hand half-a-dozen in the other, but just curious to hear your thoughts.
I saw that you mentioned Zbrush's tools are great but the navigation is weird
Actually, I figured out how it works already, and it doesn't seems weird anymore :).
But do you find that ZBrush has better tools for sculpting a character like this than Blender?
First of all, ZBrush has transpose tool, which is just incredible. In blender, to perform it's functionality you need to enter edit mode and use 3D cursor, but damn, this is so laggy. And transpose is super quick.
Second, ZBrush has ZRemesher, absolutely incredible quality auto-retopology. More than enough to get character posed and sculpted with subdivisions. Not a single polygon on this character above was placed by hands, and it's already animation friendly (needs manual retopo for gamedev tho).
Third, ZBrush has really interesting curve workflow, you can just naturally drag it instead of poking around with bezier curves. And look at this wraps on character's boots - it's done in just few minutes, just naturally wrapping around.
Fourth, ZBrush can handle significantly larger amount of geometry without turning my sculpting process into turn-based strategy game. My character is already 2 millions of polygones (and it's mainly body, clothes are in low res yet) and not a single freeze.
Five, ZBrush has Dynamesh. At some points it's superior to Dyntopo, like it can connect geometry, can heal artifacts and still keeps equal density quad mesh. But if you want Dyntopo-similar functions you still have Sculptris Pro mode.
That's main features that really makes it better for me. And there is a bunch of stuff like Polygroups, Sculpt Layers, Topological Move Brush, Matchmaker Brush, Insert Mesh Brushes... Every time I'm using some of this stuff I just can't imagine going back to blender for sculpting.
And don't get me wrong. Blender sculpting is absolutely capable, and you can create absolutely amazing stuff with it. But with ZBrush you can create it more effective and quicker.
Some progress with boots and pants
nekronavt His clothes are coming together nicely! Love the skull belt ;)
ssmurfmier1985 thank you :)
nekronavt Love your progress. Really good work.
You are kicking ass Pavel. :) Doesn't matter what you use, sculpting is sculpting.
Thank you both! I'm on vacation now, so updates will be more frequent.
A little update. Planning to finish sculpting tomorrow (since I have a lot of time now :D)
nekronavt Pavel …. this is lovely !
@malhomsi thank you, man! :)
So, yesterday was my 12th cgcookie membership payment in a row, so, basically, this is a sign that I'm 1 year of CGCookie (11 month, to be sure, but since I already paid for another one, I think it counts :))
I will post the final sculpt of barbarian today. Working on details right now
nekronavt Happy Cookie Birthday!! 😃🎉
nekronavt happy 1st CGC anniversary ! what is ur mind state after 1 year .?
mmalhomsi thanks! Sometimes I think that I'm progressing to slow, but then I'm taking a look at 1 year old models, and like "nah, I think I'm okay" :D I'm pretty much inspired and motivated to progress further
So, here is my final sculpt in ZBrush. Still much to learn, especially about skin detailing (I think I'll dive into this soon). But I'm pretty much satisfied with the result. Retopo will be next step, and then I'll return for a while to blender, to finish necromancer character.
nekronavt good work here ! from mt point of view he still miss some musclus ! maybe more pectorals ; and trapezius and latissimus . more muscles definition with apparent veins !( he may have less than 10% body fat .? ) clothing is very good !
can u post more views.?
and for me u r doing great , ur progression is just huge ! and u keep going !
mmalhomsi yeah sure. I need a bit more practice with muscle definition, that's for sure. And yeah, I completely forget abot veins, thank you for pointing on that! But since I will make a lowpoly version of it for a game, I probably can add them on texturing stage with bump.
Here is more views.
Oh, and mind that this guy is 1.95 meters high. So he is petty massive for his height, actually.
nekronavt really good ! respect ! u purchased ZB .?
mmalhomsi nah, not yet. But it's in one of the first places of my shopping list of expensive stuff. And thanks again!
I just watched some UE4 videos latest days, so not really done anything 3d related. But now I finally got my hands on retopo to make this barbarian guy a game ready asset. And damn, how handy is retopo in Blender 2.8 with this x-ray mode... No need for hidden wire anymore :)
Oh, and of course I can't stand passion to make a quick render of highpoly in EEVEE (this model is lower subdiv that in ZBrush, since seems like blender can't handle a pure 50+ millions of vertices on my machine.
nekronavt hello Pavel ! my first few time making retopo was a nightmare ! i remember quitting blender for lmost 3 monthes after my first face retopo ! now it became second nature , i did it without thinking , it is still time consuming..
ur face retopo is very good, i usualy put a loop arond the face , and u may terminat some edgeloop flowing to the neck and back of the head , i ll rethink the pole position in the outer eye cornere but it is pretty solid face retopo !
mmalhomsi I find retopo pretty much relaxing. Yeah, I'll take a solid look and probably will rethink some poles and loops.
I'm also doing retopo almost without thinking now, but probably I should think more :D
nekronavt it looks like shiny statue, nice 😬
I agree about the pole near the eye corner, for animation it would be better to reposition it. Nice even quads so far though 😊👍🏻
Is this the character you'll be putting in the game you're working on? Or just something cool to practice?
ssmurfmier1985 I'll tweak dat area near eye :) Yeah, it's a character for this game. But probably a temporary one. I think I'll redesign and remade him after a year of development, or something.
nekronavt Awesome! It's good to have a character to start development tests with :) then your cousin can start creating the game mechanics and you can focus on other assets :-D
ssmurfmier1985 yeah, that's really cool to have are relative, who is into this stuff :)
A quick under 30 minutes doodle.
Retopo still goes.
nekronavt that is wicked!! nice and creepy, I love it! :-D this monster stuff comes quite natural to you, maybe you should put some nasty creatures in your game so you can explore that ;)
ssmurfmier1985 Thanks! well, there at least will be draugrs and some other nordic mythic creatures :)
nekronavt sweeeettt!! :D
Finished retopo. It's time to unwrap this stuff.
I tried to fix neck and eye, but not sure if I did it correct tho.
nekronavt good work ! i think that there is a lot of loops running through the arms ! if u want to check up the edgeflow and poles , just rig it with riggify add on with automatic weight and see ho it deforms , or put some expression key shape on the face ,!
it is personal choice and i dont know if i m right but when retopo naked body i try to follow the muscles ! it helps to keep a lot of the details ! but as i say ,it is personal choice !
when retopo naked body i try to follow the muscles
Yeah, I know about this method, but there is no need to keep to many features this time. Character will be like a 1/4 of screen height in game viewport and normal maps will do it just fine, I think.
Here is the daily doodle.
nekronavt Retopology looking nice and clean 👌
theluthier mmalhomsi drgnclw ssmurfmier1985
Thank you everyone! Sorry for being inactive latest days, I'm in Vilnius now, and not much time and power to work, but I'll get back soon.
theluthier excited to see some anatomy streams, that will be interesting :)
Woohoo, I managed to befriend ZBrush, Blender and Substance Painter to bake Normals, AO, and other texture maps, that SP require.
Turns into this:
nekronavt oh heck yeah! Now we're talking 🤘🏻😄
nekronavt Good work. You and mmalhomsi really convinced me with your daily exercise sculpts to give them a try once I'm finished with my character :D
nekronavt good normal bake ! paint tome ! good work with the dailly doodle ! drgnclw i think it is a good habit if u want to improve ur skill and do improve ur discipline ( after a while motivation only wont work ..) but after doing this for some days i think it is good not to go Under 1h30 and not over 3 h , i curious to see what u think of that guys !
I am alive :D Refreshing SP knowledge.
nekronavt Glad you're still with us! And of course he starts with the skull :D looks promising :)
Haha Blender is constantly under development, someday you'll have all the tools you dream of ;)
nekronavt welcome back , the bone texture feels good , the belt feels to low res ! but this is a game character !
i m still impressed by ur progression .!
mmalhomsi yeah, it's a bit low res, but character will take like a 1/3 - 1/4 of screen height in game, so, probably, it will be even less. Thanks!
nekronavt Cool progress. I think it would look crisp from a distance.
So, ZBrush slowly losing some advantages over blender 😅 :
nekronavt haha that's the Blender way 😆
nekronavt btw did you see? there's a new EEVEE course!! I'm so excited gonna start watching it tonight :D
And of course he starts with the skull :D
Yeah, priorities :D
new EEVEE course
The one about sand dunes? Yeah, that's cool, though I'm focusing on real-time characters for now, so it's a bit out of my interest. I'm more excited about Kent's upcoming anatomy streams.
nekronavt the sand dunes is cool but it's with Cycles, made by theluthier after all, lol 😆
No I meant the one that has come out today! Production Design with Blender 2.8 and EEVEE, all the ins and outs about materials & lighting with EEVEE! 🤘🏻😃
so that will also be useful to showcase your new character I think 😉
ssmurfmier1985 ooh, this one. Yeah, I'll take a look!
Sharing some progress with clothing. Still much work to do :)
nekronavt it is difficult to render fur on a solid piece , my first character was winter rider for a Fallout new vegas mod ( my first project ever ,it is on my gallery ), i used i combination of solid geometry with a lot of fur hair cards , i was still able to be very low poly , and the ingame render was ok !
how r u planing to render the fur .?
mmalhomsi I'm planning to put hair cards on top of geometry
nekronavt u r the boss !
nekronavt I like the color choice so far. It's cool to see it come to life :)
ssmurfmier1985 thank you, yeah, it interesting to me myself :D
I painted outfit more or less. I'll proceed to the very character itself now and will do a final overal polish after that. This is how it looks in Iray now:
nekronavt nice ! r u going to give him hair/beard .?
mmalhomsi Thank you! Yeah! what a berserker without a beard? :D
I am productive today. It's still wip, but close.
Some EEVEE renders :)
nekronavt YES!! Digging the tattoo and black around the eyes!! 🤘🏻😄
I'm finishing the barbarian this week, but not today. Because today is the DAY. Today my new hardware will be delivered and I will be consumed with building my new gamingworkstation. Hope I won't fuck up anything.
theluthier once again, congrats with your new monster machine :) But may I ask you question? Is it just for work? If not - why linux?
nekronavt Congrats on your new machine, sir! Looks way cooler than mine.
Is it just for work? If not - why linux?
Linux Luke is my work computer (owned by CGC) but it's also my only desktop machine, so I'll do personal projects and whatever with it as well. Since I'm giving up on OSX/apple for the forseeable future, my choice was between linux and windows. I wanted to give linux a wholehearted try before defaulting to windows. I just think there's something really beautiful and idealistic about a legitimately competent open source pipeline. The Blender Animation Studio is a great example. And I've dabbled with linux many times, from setting up my personal render farm to raspberry pi projects to my chromebook crouton installs, that if there was ever a right time to try it wholeheartedly it was with the new machine.
So far I'm 90% satisfied with the switch. It seems linux is trademarked by something always being buggy and quirky, which is very true for my experience so far, but ultimately I've been able to accomplish my work. However if I run into any show-stopping UX / software / hardware issues, I will drop linux for windows.
theluthier good point!
Congrats on your new machine, sir! Looks way cooler than mine.
Thank you! Yeah, it looks cool (even tho I really tried to get components without any show-off LED stuff, but it's shining like a Christmas tree anyway). Linux Luke is much cooler on the hardware side though. :)
Sorry for poor quality of the photo (and background xD), just want to share some joy of mine :) Assembled this box this morning, not tested it properly yet tho, but that's a matter of time.
AMD Ryzen 5 2600
Palit GeForce RTX 2060 6GB
HyperX Predator 2x8GB
ASUS Prime B450 Plus
nekronavt Oooohhhh nice blue lights, looks sweeett 😄👍🏻
ssmurfmier1985 thanks :) It's mostly white, actually, but CPU cooler's blue LEDs are over brightened on photo
I did some tests. I took my bust scene and rendered it on both machines on both GPU and CPU in Cycles. Tile size is equal for all tests (120x120).
GeForce GTX 960M: 06:16.19
Intel Core i7-4720HQ: 10:03.89
GeForce RTX 2060: 01:03.34
AMD Ryzen 5 2600: 04:40.60
nekronavt Thats a massive improvement!! Awesome 🤘🏻😎
Me and my cousin are came up to idea, that home gamedev in a free time while employed for a full time is not worth mental health, so, probably, we're abandoning this idea forever. I'll just focus on sculpting from now, I think.
And I need a refresh, so I'm abandoning all unfinished works.
nekronavt so what next .??? u have to put the new machine to business ! ;)
mmalhomsi oh yeah, it's the time :)) I have an idea to sculpt our beloved Melvin in more realistic style :D
So, finally, back to sculpt :)
In process of finding silhouette and proportions
nekronavt good ! u r going more or less realisic ! nice ! what physiology this Melvin have .??
mmalhomsi not really sure, what do you mean by physiology here?
nekronavt i m soory ! i was asking if he is amphibious or terrestrial , herbivorous or carnivorous ..etc
mmalhomsi Oh, I think this guy is a terrestrial carnivore since he's, as far as I know, a walking and eating sheeps :D
ZBrush somehow managed to corrupt my project and I have no backup files, so I, probably, just will start something new. Maybe some more anatomy practice and speed sculpt.
nekronavt That sucks, man... Good luck with anatomy practice or whatever else you want to sculpt next :)
drgnclw yeah, thanks :)
So, some 45 minutes anatomy practice with skull shapes. Sculpted in ZBrush and a bit in Blender. Rendered with Cycles.
Eyes are hard dammit. ~1.5-hour speed sculpt. But firstly I sculpted rough skull part with the orbital cavity. It helps a lot to understand the foundation.