XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : DWIV - 3D - DeadInTheAttic - Jezebel

03-17-2009, 06:47 PM
Though I don't know, whether there might be enough time left after the 2D-project, I already post this thread for not being to late in the end. A little bit more pressure might be useful to work faster :D

03-17-2009, 06:50 PM
The first idea was Echidna, Mother of Monsters.
She ist a mixture of several dead and living monsters, and brings birth to knew ones all the time. If I would create her, I would make several monsters appear beneath her skin, partially breaking through. Something like the face of ghosts in a wall.


03-17-2009, 06:52 PM
Afterwards I decided to keep stuck to humanoid beings.
The first one looks a little bit like some character of Warhammer 40K, therefore I changed it in the end ... as will be seen in the next post.


03-17-2009, 06:56 PM
Sex sells. And if I have got enough time (for using Cinema 4D instead of ZBrush will make things a bit complicated when it comes to normal mapping and so on), I will try to finish this one, too.

She wields a wand of water, controlling the elements. Sparks of fire and soil breaking apart will show her power. Hopefully there will be enough time left after the 2D part.


At first I decided to call her "Ally Mental". But this is a bit too weird, I guess.


03-23-2009, 03:07 PM
I decided - if able to in that short amount of time according to the 2D post - to pick a cyborg. I think, that would make a nice standing.
Here my additional rough sketches:




04-10-2009, 07:07 PM
I need some time to look at something else than my 2D post here.
So, there it goes. This is my base model of my char.
6449 tris. 3551 left for a matte painting, the hair, the robot she will be riding on and some clothing. Hopefully that will do. Cause I prefer to use most of my polygons for an authentic look of my organic character. At the end.
I calculate about 549 ;) tris for the hair, 2 for the background, 1250 for her clothing and eyes and 1750 for the machine.

Afterwards it going to be zbrushed and normal-mapped.

Hopefully it will work, I have no experiences in ZBrush.

She will sit on the back of a machine in front of an army of those machines. Leaving a town, in which there some ads speak about "New World Order". It's dark, clouds hanging deep in the sky.


04-11-2009, 10:28 PM
This is the base mesh of the robot she will be sitting on.
1102 tris.


04-26-2009, 02:17 PM
Nice stuff. I like her pose on the sketch. very curious to see more of the robot she will be sitting on. I hope you can finish it. being in 2d and 3d challenge together is a lot of work.
keep it up:beer:

04-29-2009, 04:14 AM
The girl pose - sketch - is so good. Wish to see more of it.

05-04-2009, 01:14 PM
There it goes. It will be tough finishing it.
But ... next the clothing.

The robot has been eliminated due to the polygon-count (10000 tris not quads) *sniff

I took already care for her looking not too symmetrically.



05-08-2009, 11:31 PM
And on with the war ... another week to go .. YIPPIE!!!




05-09-2009, 09:31 AM
Hi, good effort if you're not used to 3D.

Can I suggest though you look at the proportions, ladies hips are normally wider than the shoulders. At the moment she looks very masculine.

05-10-2009, 01:32 PM
Thanks for the hint. I made the hips a bit wider. Though I want her to be a bit adrogyn.




05-12-2009, 08:01 AM
That's it within ZBrush. Due to refraction mapping I will add the eyes within Blender.
Hopefully it will work fine. My first time in mapping something ^^


05-13-2009, 01:35 PM

For I am new to all of this I can't figure out what went wrong.
- I created my model within ZBrush.
- Six subdivisions.
- 1 level, export obj to Blender, UV unwrap (there's a rectangle all around the uv's of the meshes?)
- Import to level 1, replace the uvs
- up to level 6, new texture 2048x2048
- col>txr
- one bandage is properly coloured, the rest turned out greyish (look at attachment)

Instead of importing I tried to create an AUV tiling within ZBrush, what seems to work, but would make work very hard further on, though it will be seamless.

I did'nt find a solution online. What is the prob?
Do I have to set up the size at Blender of the UV map, and where (I clicked on "image new", size 2048),
is something flipped, why is one bandage properly coloured?
The UV Check of my own mapping is grey (properly) on subdiv 1, but as higher I go, the bigger grows a red square within the UV Check texture, showing that something must be wrong, I guess. Or do I have to UV Check only at level 1.
Do I have to change the document size within ZBrush also to 2048?
Nothing seems to work.



05-13-2009, 02:15 PM
Hi DeadInTheAttic,

You don't have to create Automatic UV's (AUV) on ZBrush if you alredy have unwraped your UV's in Blender. Just open your ZBrush Model, go to the lowest Res level and then import the OBJ with the correct UV's.
Normally I paint the model after it has it's correct UV's and then I exoport the color to texture.
Maybe try to create a new texture and retry the col>texture.
Here is a guide (http://www.zbrushcentral.com/zbc/showthread.php?t=59918) that may help you.

Good luck!

05-13-2009, 04:14 PM
Hi DeadInTheAttic,

You don't have to create Automatic UV's (AUV) on ZBrush if you alredy have unwraped your UV's in Blender. Just open your ZBrush Model, go to the lowest Res level and then import the OBJ with the correct UV's.
Normally I paint the model after it has it's correct UV's and then I exoport the color to texture.
Maybe try to create a new texture and retry the col>texture.
Here is a guide (http://www.zbrushcentral.com/zbc/showthread.php?t=59918) that may help you.

Good luck!

I think, I got it.

The problem is within Blender.

My workflow was this way:
Base mesh created in Blender.
Subtools, painting and sculpting on the Blender obj-file.
Merge (Insert Mesh keeps the subdivision levels) all subtools.
Export as obj to Blender.
Unwrapping an reimport to ZBrush as obj in 1 subdiv level.

The problem is the unwrapping process within Blender. If you want to have an optimized unwrapped mesh, you have to select every single mesh (formerly subtool) and unwrap it and afterwards fit them all together on the map.
If you decide to let Blender unwrap everything at once, it creates something like a texture frame around every unwrapped part, those frames are something like layers within photoshop and overlapping each other (you can see a square around the whole map), only the highest layer will be coloured within ZBrush.

Damn, it took me hours to figure that out.

But thanks for your help. I still got much to learn, as I see ^^

05-15-2009, 01:51 PM
Uff, still something to do, pedestal, image, posing, rendering.
But ... still some days left :)


05-15-2009, 11:44 PM
Though I haven't got enough polys for a robot as a vehicle, I decided to use the 3D references of my first layouts to create this matte painting within Photoshop. The style of the city is a little bit inspired by Batman - The animated series, though I think, I got this impression at that moment, when I finished the skyline ^^

And red and black, I think, that's teamplay ;)

My char will sit on top of her army - by the way.


05-18-2009, 06:39 PM
This is my conceptsheet.


05-18-2009, 06:41 PM
The textsheet.


05-18-2009, 06:44 PM
There goes the texturesheet. A bit wild, but ... this is my first approach in texturing in 3D ^^


05-18-2009, 06:46 PM
There goes my presentation sheet.


05-18-2009, 06:49 PM
Here a closeup.


05-18-2009, 06:51 PM
Well, I learned quiet a lot. 3D makes much fun, if one is willing too fight against all those problems and tons of information to understand everything.



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