View Full Version : The Dungeon Queen
08-24-2006, 08:52 AM
I've started working on this creature few days ago. I was going to take a part in the Blizzard competition and than it has turned out that only several countries are eligible for this challenge. Nevertheless I'm up to finish this character anyway... I'll fight for some stars instead of prizes ;-)
So here's what I've got so far. I was thinking about snakelike body but in the end I've decided to model nice demon's legs. Figure's shape still changes and stuff like armour or weapon will
be model later.
And here's a quick one in ZB (15 min) - I use it in this early stage to sculpt a bit and figure out where I'm going and what can or should be modified:)
I'm waiting for Your crits/comments :)
08-24-2006, 09:20 AM
looking good so far. ( and thanks for reminding me of the blizzard comp)
just a few things i have noticed.....
1. the arms look a little bit short at the moment. ( might be the camera angle)
2. where here breast tucks into the side of the ribs doesn't quite look right. ( this is assuming she is topless)
3. The zbrushing looks a little bumpy. if your going for texture then i'd try using a displacement inside of zbrush then using zmapper.
just a few thoughts. hope it helped a little.
keep up the good work.
08-24-2006, 06:47 PM
Is her face supposed to be demonic/ghastly or somewhat attractive? Since its a she-devil, her jaw should probably be softer, rounder.
You should also probably flesh out the whole thing before you Zbrush it... can't wait to see the legs.
08-25-2006, 10:02 PM
Hi Guys !
1. the arms are fine, they may look a bit short due perspective and lack of the hands
2. I'd spent some time on tweaking her chest. I hope it looks better now.
3. this ZB sculpting was a quicky - I'll need Your help later Rob, cause it's going to be my first normal maped character and I'm not familiar with baking maps in ZB -I've read a bit at zbrush central forum, but it's still a magic to me :)
Thanks for the reply Rob
- yes, her face is supposed to be demonic/ugly so I don't mind that she has such a big jaw - she won't win any beauty contest anyway ;-)
- raptor like legs,
horns are just tubes now - I have to remodel a backside of the skull
I'm thinking about adding a tail, what do You think about it?
08-25-2006, 11:07 PM
I think a tail could help to support the demonic appearance and also give the raptor style legs some authorization. As for the raptor legs I would think that you might have to add a heel claw as at the moment the character is walking on it's tip toes.
I would also say that the arms are a bit too thin right now... and this is not the overall lengh but the arms thickness in general. She is a strong character and her legs are much stronger that the arms right now.
At the moment there are areas with to much detail. If you have areas that are mostly plain you do not need so many intersections. Maybe the number of polys results from your wish to model with mostly quads for a later modification in ZBrush?
I like the overall outline of the character, but I wouldn't stick the horns into the head but really attach them. Otherwise you will not get a blievable seem there.
keep up the good work
08-26-2006, 08:20 AM
hi Espen !
The horns will be attached to the head I just have to remodel it a little. When it comes to legs, my reference images show that raptors seemed to walk on their massive tip toes :
raptors claws (http://www.master-works.net/pictures/PMFS2004/Entries/Raptor.jpg)
I think You're right about the arms.
I know that I could simplify the polygon structure here and there, but as You said Espen, the model is going to be zbrushed a lot so I have to keep it's mesh pretty dense.
I've been watching Your worflow earlier and I wonder how did You make that normal map. Have You used zmapper? I'll be unwrapping my model soon and I'd like to ask if I should keep separate pieces ( like left arm and right arm ) or I can mirror them?
I thank You in advance for the reply :)
08-31-2006, 12:07 AM
I've added hands and a tail and I've cleaned the mesh a bit :
http://img219.imageshack.us/img219/6130/queen05smey7.th.jpg (http://img219.imageshack.us/my.php?image=queen05smey7.jpg)http://img219.imageshack.us/img219/5139/queen06smto0.th.jpg (http://img219.imageshack.us/my.php?image=queen06smto0.jpg)http://img219.imageshack.us/img219/5131/queen07smvq7.th.jpg (http://img219.imageshack.us/my.php?image=queen07smvq7.jpg)
I think that the mesh is ok now and it's ready to be unwrapped and zbrushed. (I'm going to model some equipment later )
08-31-2006, 02:19 AM
If you're actually going for velociraptor-type feet, you might want to take a look at this page as it has some pretty good images:
You should also look up skeletal diagrams and such since her feet could still use some work if you're going for velociraptoresque. It's looking good overall, though. Do you have a concept drawing or anything?
09-01-2006, 10:04 PM
Swizzle - thanks for the link. I know I have to resculpt her legs.
Here's what I've got so far:
C&C as always are welcome :)
09-07-2006, 10:06 AM
hi Guys !
Could someone help me please cause I've got some questions about the next step of my work.
I have unwrapped the model and set the UVs. Next thing I'm going to do is exporting this mesh as an OBJ. to Zbrush and the first question is -
what would be the workflow for importing to ZB 3 seperate objects as a one scene ? I mean, I have the main body mesh, teeth and eyes that are individual objects. I need that in order to know how to sculpt properly the mouth area etc. I do not want to modify the teeth though - only the body.
How should I layout the UVs?
Should I use different IDs ?
What about ZB layers? Maybe this would be the answer...
ps. I've just found zscript for ZBrush by Marcus Civis called "MarkerMaster" - I have to give it a try cause this may be sth. that I'm looking for :)
Here's what I've got so far :
09-13-2006, 06:23 PM
I've fought with seams for a week (by the way - Espen and Neox - thanks for the tips - in Espen's thread). It has turned out that I was the one to blame for them. I forgot to switch the map in one slot that responds for displaying it onto the model :-\ - shame on me - it took me 2 days to figure it out. Seams are visible here and there but I think I can handle that by overpainting them in ZB or PS.
So here's an update. This is how the head looks like in ZB. I must say that this is my first normal-mapped model and I'm really impressed by the power of these maps !!
and here are short turn-around movies of this head with and without normal map
( 1024x1024 res. tex. for all model )
http://www.zippyvideos.com/3911883455991276/queen_head_low/ (http://www.zippyvideos.com/3911883455991276/queen_head_low/%22%3Equeen) http://www.zippyvideos.com/4907384675991286/queen_head_2_low/ (http://www.zippyvideos.com/4907384675991286/queen_head_2_low/%22%3Equeen) (http://%3Ca%20href=%22http://www.zippyvideos.com/4907384675991286/queen_head_2_low/%22%3E%3Cimg%20src=%22http://i2.zvhost.com/2/r/rz7yex9e.jpg%22%20border=%220%22%20/%3E%3C/a%3E)
Now I'm going to sculpt the rest of the body... :)
c&c as always are most welcome :)
09-15-2006, 10:35 AM
hey zaki79, great to hear that things worked out so well. seams are nasty litlle things - that's what I know. couldn't open the mov files by the way, but the ZB picture looks quite good already. some codec problem? you better check that...
looking forward to see the complete character. make sure to work with the projection master and get some good structure maps...
keep up the good work!
09-15-2006, 11:43 AM
hi Espen !
I don't know what was the problem with those previous links. I've uploaded the files on a different server - it should work fine now
I'll use projection master for fine skin detail :)
09-15-2006, 11:43 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.