Thursday, 29 November 2012

Zbrush model future motorcycle rider

 I used zsphere to make the basic body shape I started with the body and used symmetry to make the limbs even. Once I was happy with the shape of the body i made the poly mesh 3D, then i divided it this made to mesh smoother so that i could add detail to my character. I started working on the body of the rider with the soft clay brush and mad defined features such a body shape and muscle areas. I used human structure images as references. To make the features more defined i held down alt and went around the areas of muscle to carve into the object to make it stand out and then smoothed it out.



I decided to make the riders boots as a separate object so that i could fit them to the rider instead of just being on mesh. I started out with 2 zspheres in the shape of an L then converted it to a 3D ploy mesh so that i could edit it. the next part was to make shapes and features on the boot such as the heel platform and the toe protectors. To make the heel on the boot I used the flatten brush and the clip curve brush to make the platform. To make the protective parts of the boots i masked the areas that would  need protecting if the rider was to come off the bike, so the masked areas actually had a purpose. Once i had the areas masked i extracted them to add depth. When everything was in place i divided the mesh a few times to make it smooth and to give it a futuristic feel.



 When I was finished with the boots I went back to modelling the rider and his armor. The first thing i started modelling was the helmet, i did this by masking the head of the character and extracting the mask then I used the move brush and pulled the new subtool into the shape i wanted then started sculpting a design/ layout on the helmet. I also extracted panels on the jawbone of the helmet a to act as vents.



I wanted the armor the to be as aerodynamic as possible so I made the helmet, elbow pads and boots have point on them. I also made the armor on the body and legs have spaces so that the rider could move and be flexible but still have full protection on the areas needed. For the majority of the armor I masked the mesh and used extraction to create panels and then sculpted on them or used the move tool and smoothed them off so there are not harsh edges.


grenade












The grenade starts out as a sphere that has been stretched vertically
with the scale tool to make the basic shape. After this go to transform and go down to radial symmetry and put the radial count to 8 and mask straight down the grenade by holding ctrl and then do the same across to create a grid on the object. Once this is done go to deformation and inflate. 


















To make the top of the grenade mask the top part of the object and invert the selection by holding ctrl and clicking anywhere on the canvas this will swap the area that is masked with the area that isn't. After that click on the scale tool and scale the top half of the object to a point. once this is done select the clip curve brush and hold ctrl and shift to use the brush then draw a horizontal line across the point to flatten it.



To make the top part of the grenade go to subtool ,append and then select the cube once this has been brought in use the scale tool  make it a thin rectangle and place it half way though the grenade. When this is done mask the shape of the trigger and invert it.

add more later.

spooky tree




















This is a spooky tree i made using zbrush. This model is made with zspheres. The zsphere starts as one sphere and you keep adding zspheres to the original sphere. once you have done this you can the move, scale and bend sphere to make the shape you want .Once you have done this press 'a' to smooth off the zspheres and make poly mesh 3D to start sculpting.

one eyed monster in zbrush



This is the first model I created in zbrush. I started with a sphere and used the move tool to pull the object and sculpt it in to the shape I wanted. After i made the shape i wanted i made the brush size smaller and added symmetry to make the sculpting even on each side. Then i change my brush to clay build up and started sculpting on the monsters back to make it look like rolls of fat. after this i held down shift and went over what i just made to smooth the lines off so that model didn't have hard line going through it. The next part was to sculpt out a mouth and a place for the eye to go, this is done by holding down alt and sculpting. This will carve out on the object instead of build up.