Saturday, February 23, 2008

Fun with Z Brush Part 2

Whew, it's been quite a while since my last post! Well, once again, I dared to venture into the relatively unfamiliar world of Z Brush. First, I created a relatively low-polygon bust in Maya at a respectable 1,430 faces (e.g., the head alone contains 1,114 polys). I could have possibly reduced this number, but I did not want to apply a smooth at the end. Instead, I really wanted the mesh to stand on its own and communicate the form.

Here's a render in Maya with the reference images visible in the background.

For the next step, I created a Normal Map using Z Brush to help capture some of the details, like the folds and wrinkles of the eyes, ears, lips and shirt. Here's another render in Maya with the Normal Map applied. The mesh is the same 1,430 poly bust with which I started, only with a Normal Map added.

For the final touch, I created a Texture Map using the high resolution source images of the subject seen in the background. Unfortunately, due to my poor UV unwrapping skills, there are several areas in which the textures are distorted. However, I definitely learned from my mistakes on this one, and I know that my next attempt at UV unwrapping will be infinitely better.

Here's another Maya render from a different angle. Note how the normal map around the ear reacts to the back light as if the intricate ear geometry actually exists. The actual geometry of the ear is nothing more that a shallow, concave "dish."

Although a normal map can definitely spruce up a model, the 1,430 poly mesh in Maya can't really compare to the 1,464,320 poly bust in Z Brush. For a better look at the glorious detail I sculpted in Z Brush, I've attached a few more screenshots. First, here's the head with a basic material applied.
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Next, I've included a shot with the textures applied as well. Ah, you just can't beat the quality of having all those polygons...

Here's a final overall shot. Man, I am really beginning to love Z Brush!
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Thursday, January 31, 2008

The odd couple...

...couple of aliens, that is! har har The first one is a rather blatant derivation of one of the Locust Grubs. What can I say? I've been playing a lot of Gears of War for the PC lately. I mainly wanted to give these guys a sense of weight and mass, like the rather heavyset Boomers.
The second is an insectoid alien with tribal trappings. I really wanted to give these guys a distinctive gait due to their toothpick, flamingo-esque legs. I imagine they move in a strange, ostrich-like fashion. Their clothes and weapons reveal a primitive, yet unmistakably intelligent lifeform.

Boy, what a difference Z Brush makes!

So, in my continuing foray into the world of modeling I have finally discovered Z Brush. With this program, a viewer can be fooled into thinking that the low polygon object at which they're looking actually has a much higher level of resolution and surface detail. For example, I modelled the following arm and hand in Maya at a meager 640 faces.

I then imported it into Z Brush, pumped up the resolution to 655,360 polys and began what can be best described as either 3-Dimensional drawing or true digital sculpting. Using my Wacom stylus and tablet, I was able to add and subtract mesh as a sculptor adds and subtracts clay, before finally sculpting the fingernails and carving all of the intricate wrinkles and folds in all their glorious minutia (we all know I'm a detail whore).



Finally, a "normal map" is generated and exported out of Z Brush: a kind of trompe-l'œil texture map that reacts to light and shadow as if there were actually surface geometry. In reality, however, it's just the same 'ol 640 face arm and hand.

Sunday, January 20, 2008

Guillotine tested--psycher approved

Okay, so I was thinkin' (note to self: need to start doin' more of that)... if the Tech Psychers are using their psychic energy (which I am theorizing is generated from their brains) to control their tech suits, then the ultimate realization of that would be to simply chop off their heads, connecting them up to machines that provide their brains with oxygenated blood. Maybe you could even throw in a couple of injectors filled with hormones, adrenaline, whatever... the point is, they're reduced to being disembodied heads... their conciousness being held in check through sheer force of psychic will . After that realization, I was able to come up with an even weirder design for the tech suit. Muse of the day: Schlotzsky's .

Saturday, January 19, 2008

Battle Royale!



Okay, so I wanted to create this big epic battle, ala Lord of the Rings; The Lion, Witch & the Wardrobe; etc. I imagined this huge vista, like Albrecht Altdorfer's "The Battle of Issus" or even Alan Lee's paintings of the various battles in Lord of the Rings. Anyway, um... this is what I ended up with. Oh well, it was worth a shot. Muse of the day: Steak and Shake.

Friday, January 18, 2008

Oh, one more, just for fun!

Well, looks like my Quiznos muse theory is faulty because I drew this one in a Firehouse Subs. Maybe "lunch" is my muse or, more likely, "food" (mmm... food). Anywho, I thought I'd try my hand at another Tech Psycher. I imagine them being--how shall I put it?--a bit unhinged and frenzied due to their psychic energy being artificially boosted in order to power their exotic tech suits. I also wanted to capture the fact that they do not need to carry any weapons or equipment because their tech suit, itself, is a weapon. Being an apartment dweller, let me tell you that you wouldn't want them living upstairs from you... very loud music. Er, uh, yeah.

Thursday, January 17, 2008

More of the same...

Well, Quiznos must be my new artistic muse. I drew my first Neo-wizard there, and tonight I drew another one (...all hail the creative force that is the Chicken Carbonara ...with bacon ...mmm!). Anyway, this one is in danger of being recruited by the Warhammer 40K space marines, but--I can't help it!--I love all of the 40k designs! I'll probably followup with another Tech Psycher sans the helmet.