View Full Version : Character: The Bugman Returns
09-08-2002, 03:49 PM
Deep in the Oke Fenoke Swamp dwells a creature of strange origins. He is known by several names: The Bugman, Uncle Cricket, and Swamp Snipe. Legend tells that if you are netting for crawfish and you just so happen to find your net being pulled in by someone other than yourself that you had best cut your losses and run!
The model was created from one zsphere object (using ZBrush 1.51) with the wings being created seperately. The plants are provided by Plantstudio 2 and the water effects were made possible through a photoshop plugin called Flood made by Flaming Pear. All other work, including postwork, was done in ZBrush 1.51 This model was an excersize in tyring to complete a full figure using the low-poly adaptive skinning technique inherent in ZBrush 1.51 (ZBrush also allows for a higher poly Unified Skinning method)
Thanks for viewing.
09-08-2002, 03:50 PM
This is a composite showing the model in its work stages. I think it may be of interest to those who are unfamiliar with the way ZBrush works.
Behind The Back
09-08-2002, 04:43 PM
The creature reminds me at those old horror-hollywood-films from the sixties :rolleyes: (btw: elvis lives! ;) )
Besides the 2D comic style render is an nice idea. But i would like to see some textured 3D renders.....
Good job :buttrock:
09-10-2002, 04:56 AM
I really like this piece. Zbrush is definately on it's way to becoming a respected 3d modeling program.
"Elvis does live!"
09-10-2002, 05:10 AM
i love ur character design, keep post.
Great work Mentat:applause:
Hellrender- Why do you think Zspheres are cheating?:D
Have you tried modellng first hand with them in Zbrush?
Zspheres are really useful in fleshing out a model, a little bit like lowpoly box modelling, then meshmoothing in 3dmax. It's not just a simple case of placing a few Zspheres, then bang, you have a perect model, the sculpting you do .after the Zspheres placement, is where the real hard work comes in( although Zsphere placement is a skill to master in itself;) ). Check out some of the excellent stuff that's churned out at Zbrush Central, you will find there is more to Zsphere modelling than you think.
09-10-2002, 12:04 PM
lol Hellrender! It is no more cheating than creating the object from base primitives. You still have to subdivide, move the polys, and otherwise deform the mesh to get the final results you are after...especially when working from a low-poly adaptive skin which is created with a very low poly count...in some cases only a few hundred polys.... cheers :beer:
01-13-2006, 03:00 PM
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