View Full Version : Cherub Decor Piece

07 July 2009, 07:37 AM
I originally posted this in the WIP 3D Stills area, but I figured I would get better crits from the game community, since this will be a game asset. I've been messin' around with ZBrush for about two weeks now, thought I would show a little work in progress. I found an image on Google and thought it would be cool to recreate it for a game environment/3D Still. The poly count is insane on it right now, around 350million with 8 subtools and 2 HD Sdivides. I am still learning how to use this software, so I know I could rez it down a bit...but whatever. I would say this is about a week and a half of work, mixed with learning the darn software. hehe Plan on setting everything up un Unreal once its completed. I have not decided what material this piece will be made out of...the ref image is B/W but it looks like its either Iron or Bronze. :thumbsup:

Anyway, thoughts/Ideas are welcome.

07 July 2009, 10:15 AM
350milion polys for this ??? OMG!


07 July 2009, 03:09 PM
nice looking model so far, but for in game assets your gonna need to make sure your base meshes are quite low, since you didnt post your poly count for your in game model i cant really post any suggestions as your defined produce looks good!

well good luck hope everything rins well in the end :D

07 July 2009, 05:29 PM
:eek: Crap! LOL 35Million is what i meant to type. haha! I will post again today with some prograss, its going to be bad a$$.

07 July 2009, 01:06 AM
Update for today. I have added the pieces into Max and baked the normals. I am redoing the spiky thing cause the texture came out a bit blurry. Textures are still temps at this point.

The Lowres meshes total to about 3200 polygons. Still need to add the cherub to the scene, I'm making some additions to the model first. I plan on doing a good and evil piece with Cherub will have angel wings, and the other will have little horns and a different expression. I am still contemplating on standing them on the same piece, right and left, or making them two separate assets to be added in the world. I might choose the latter of them.

07 July 2009, 02:54 AM
I feel like your low poly models on the latest images are a little inefficient. I think there are a lot of loops on curved base things that don't add much to the silhouette. Also, the finned tail area seems quite high.

07 July 2009, 04:26 AM
Thanks for the crits. I reduced the count on the tiers, I will address the feathered piece soon...that is the result of a poly cruncher shortcut...I will take the time to flesh out the mesh by hand I guess. I'll post some more in awhile. Thanks again.

07 July 2009, 10:20 AM
Playing around with the wings. Does anyone have a cool idea/example of how the wing anatomy would connect to the back? Might be a cool time to experiment. Also adjusted the posture, and arched the back more.

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07 July 2009, 10:20 AM
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