chadtheartist
11-23-2005, 06:38 PM
Jason McArthur and I have begun work on a pretty cool little project. I wanted to explore how muscle systems work with a model, and he stepped up to the challenge of working on this project with me. So in the next few weeks we're going to be doing some pretty cool stuff, which you can follow along at our blog: http://tamingtheelephant.blogspot.com/
I wanted to post the WIP of the modeling process here, so if there are any specific questions about the process, I could keep it all in one thread. So any questions or comments are very much appreciated.
Thanks,
Chad
__________________________________
Base Sculpt WIP.
The base sculpt that we're going to be using to base the bone, muscle, and final wireframe model on. This is usually how I like to model things, where first I focus on the volume and general shape. To me I've found it a lot easier to sculpt this type of detail first, than to go in and make the final wireframe cage right from the start. There are subtle details that are almost impossible to achieve with traditional edgecrafting, unless you sculpt it out first.
So just to give a quick rundown of how I created this sculpt. Here's a small walk through.
1. In Silo I extrude a few cubes to make a mesh that is similar to this. Keeping the mesh all quads, I start to add a few extra cuts along the body and head so when it's subdivided in Zbrush, I can have more and less detail where I want it.
http://www.chadhamlet.com/elephantweb/sculpt/progress1.jpg
2. I focus on one subdivision level at a time. Only when I feel there is no more that I could sculpt in that level, do I subdivide the model to add more detail.
http://www.chadhamlet.com/elephantweb/sculpt/progress2.jpg
3. The final volume is starting to take shape, at a pretty early level. I could have stopped at this stage to base the bones, muscle, and new wireframe on, but I wanted to add a few more subtle details on the model that would be difficult to edgecraft model as organic as I'd like it to be.
http://www.chadhamlet.com/elephantweb/sculpt/progress3.jpg
4. The final sculpt. About 6 hours of work, mostly due to checking reference and proportions. I would export out the base cage from time to time to fix proportions. I'll check it one more time tonight, against my reference, and adjust any changes that need to be fixed. Then on to doing the bones and muscles for Jason and the rig.
http://www.chadhamlet.com/elephantweb/sculpt/progress4.jpg
Here's some screenshots and a playblast turntable of the final sculpt.
http://www.chadhamlet.com/elephantweb/movies/elsculpt.avi (Xvid Codec can be found here: http://www.xvidmovies.com/codec/)
http://www.chadhamlet.com/elephantweb/sculpt/finalsculpt1.jpg
http://www.chadhamlet.com/elephantweb/sculpt/finalsculpt2.jpg
http://www.chadhamlet.com/elephantweb/sculpt/finalsculpt3.jpg
http://www.chadhamlet.com/elephantweb/sculpt/finalsculpt4.jpg
http://www.chadhamlet.com/elephantweb/sculpt/finalsculpt5.jpg
http://www.chadhamlet.com/elephantweb/sculpt/finalsculpt6.jpg
I wanted to post the WIP of the modeling process here, so if there are any specific questions about the process, I could keep it all in one thread. So any questions or comments are very much appreciated.
Thanks,
Chad
__________________________________
Base Sculpt WIP.
The base sculpt that we're going to be using to base the bone, muscle, and final wireframe model on. This is usually how I like to model things, where first I focus on the volume and general shape. To me I've found it a lot easier to sculpt this type of detail first, than to go in and make the final wireframe cage right from the start. There are subtle details that are almost impossible to achieve with traditional edgecrafting, unless you sculpt it out first.
So just to give a quick rundown of how I created this sculpt. Here's a small walk through.
1. In Silo I extrude a few cubes to make a mesh that is similar to this. Keeping the mesh all quads, I start to add a few extra cuts along the body and head so when it's subdivided in Zbrush, I can have more and less detail where I want it.
http://www.chadhamlet.com/elephantweb/sculpt/progress1.jpg
2. I focus on one subdivision level at a time. Only when I feel there is no more that I could sculpt in that level, do I subdivide the model to add more detail.
http://www.chadhamlet.com/elephantweb/sculpt/progress2.jpg
3. The final volume is starting to take shape, at a pretty early level. I could have stopped at this stage to base the bones, muscle, and new wireframe on, but I wanted to add a few more subtle details on the model that would be difficult to edgecraft model as organic as I'd like it to be.
http://www.chadhamlet.com/elephantweb/sculpt/progress3.jpg
4. The final sculpt. About 6 hours of work, mostly due to checking reference and proportions. I would export out the base cage from time to time to fix proportions. I'll check it one more time tonight, against my reference, and adjust any changes that need to be fixed. Then on to doing the bones and muscles for Jason and the rig.
http://www.chadhamlet.com/elephantweb/sculpt/progress4.jpg
Here's some screenshots and a playblast turntable of the final sculpt.
http://www.chadhamlet.com/elephantweb/movies/elsculpt.avi (Xvid Codec can be found here: http://www.xvidmovies.com/codec/)
http://www.chadhamlet.com/elephantweb/sculpt/finalsculpt1.jpg
http://www.chadhamlet.com/elephantweb/sculpt/finalsculpt2.jpg
http://www.chadhamlet.com/elephantweb/sculpt/finalsculpt3.jpg
http://www.chadhamlet.com/elephantweb/sculpt/finalsculpt4.jpg
http://www.chadhamlet.com/elephantweb/sculpt/finalsculpt5.jpg
http://www.chadhamlet.com/elephantweb/sculpt/finalsculpt6.jpg
