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View Full Version : Valtiel's dirty job, Nicoḷ Zubbini (3D)


NiZu
04-01-2008, 03:18 PM
http://features.cgsociety.org/gallerycrits/173710/173710_1207062940_medium.jpg (http://features.cgsociety.org/gallerycrits/173710/173710_1207062940_large.jpg)

Title: Valtiel's dirty job
Name: Nicoḷ Zubbini
Country: Italy
Software: Rhino, VRay, ZBrush

Valtiel is character from Silent Hill games, his creators say the name comes from "valet" .He is a sort of Hell's employee doing the practical (and dirty) job for his bosses.. He is portrayed in the game operating valves that regulate the passage between this world and another..

Im a big fan of the Silent Hill concept and always wanted to try and reproduce the mood..
This is a personal project and a great way to take a break from work (always shiny and clean architectures.. ) it's good to change sometimes :)

This is my first character model. Six months ago i knew nothing of it, but i was looking for a way to model organic stuff that can't be done in Rhino. Then i found Zbrush and fell in love (or better : i got a very serious addiction!)

The scene was built in rhino, then in zbrush i textured the pillars, sculpted the road and the slime..
some color correction in ps.

All comments and crits are very welcome!

Lordstormdragon
04-01-2008, 06:10 PM
Very Nice! Especially so given the tools at your disposal. I love Rhino too, but have never made a character from it nor produced anything this detailed and wonderfully dirty. Keep it up!

NiZu
04-01-2008, 08:37 PM
Thanks,
i think rhino and zbrush are very different applications,maybe complementary .. but worked togheter better than i thought.

I can't say the character is made in rhino though,to be precise here's how i made the pieces:

Valtiel body: zbrush "super average man" modified (sculpted, painted, posed with masks and transpose)
valtiel skirt: sculpted from cyilinder in zb
Valtiel head: zbrush, sculpted from a sphere
Puppet figures: i took the super average man to rhino as reference (better than photos) and built a human body cage with 250 triangles (by hand...) then sculpted in zbrush
road: rhino, a simple box, bent . sculpted, painted in zb.
Pillar: made in rhino ,painted in zb.
Fan, tunnel walls,etc. : just rhino, grunge photo textures and dirtmaps.

The pieces where assembled and rendered in max/vray.

It's all an experiment, but seems there are various nice workflows..

Drawbacks are : it's not easy/possible to manage a whole architectural scene in zbrush (but wasn't necessary..) and the high polycount (1.8 million polys total) ..rhino wastes thousand of polys while meshing, and zb displacement maps seem quite slow in vray (at least with gi .. i need to learn more about this)

Lordstormdragon
04-01-2008, 08:58 PM
Rhino's as good as any other going from NURBS to polys, one trick is to do it beforehand so you don't have to rely on their inferior exporter options. Compared to other NURBS modelers though, it's far superior in almost every way. Sometimes I'll try to do in Maya what I can in Rhino (with Maya's NURBS) and it's just brutal. Nothing works properly, even after years of trying! So I still use Rhino as my main modeler, and do many architectural projects with Rhino and mental ray... I knew there was a Vray for Rhino plugin, but figure since I've spent so much time learning mental that I'll just stick with it!

But I do love this scene, Silent Hill is amazing and horrific and you've captured that mood very well.

NiZu
04-01-2008, 09:36 PM
Thanks again, when you say 'doing the mesh beforehand' you mean using the mesh command - before exporting?
i suppose the meshing 'engine' is the same ..but it seemed to me also that works better to use mesh command (e.g. never skips an object..)

Also, do you think that starting from nurbs is much heavier than polygons ? i got the impression that it is; but not too heavier, with some attention..

I never tried other nurbs modellers, rhino is quite simple yet powerfull.. i'm quite happy for the architectural-technical-design part..

NiZu
04-05-2008, 11:09 AM
Pleasee, some more crits.. I'd like some help pinpointing the weaknesses of this work..

I can't decide what i should focus on to improve.. I could have put more time and attention to everything (it's not an hardcore-6 months work , of course) but what aspects just came out bad?

Do you think the image is to dark/washed out ?
Is the composition unbalanced?
Does the foreground look underdetailed?
Or anything else? Thanks, comments in this forums are always very helpfull expecially for this kind of doubts.

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