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Character Evolution #2

by Ori Cohen · 12/02/2006 (7:22 am) · 11 comments

Heads, i have started doing heads in zbrush, to understand the head anatomy and to create different heads as possible, i let myself work maximum of 30 minutes, most of them were actually done around 15 minutes, with the miracle of digital sculpting its possible, three cheers for zbrush :)

Btw all those heads share the exact same base model :)

if any of you have zbrush here is a quick Tutorial on heads

static.flickr.com/121/267660152_64fd0d5520.jpgstatic.flickr.com/87/267875073_cc86e1ea07.jpgstatic.flickr.com/91/267756538_d67993addc.jpgstatic.flickr.com/89/267677153_593111f3ce.jpgstatic.flickr.com/86/268609568_dbbb477676.jpgstatic.flickr.com/109/270403856_3c8a899d68.jpgstatic.flickr.com/93/271275647_af961508e1.jpgstatic.flickr.com/107/271526274_7239de7eaf.jpgstatic.flickr.com/90/274783863_6884537535.jpgstatic.flickr.com/108/275135169_8fc5013821.jpgstatic.flickr.com/102/260462085_5d6e82d1ec.jpg

#1
12/02/2006 (8:31 am)
They look very nice, but I bet they're fairly high poly(tris). What's the average poly count?
#2
12/02/2006 (8:37 am)
yea those are high poly, but its quads, probably around 250k-1mil, you can retopologize it later on to make it around 1k so its no biggie. the idea is to sketch for a little bit of time and then find a nice face for a character.
#3
12/02/2006 (11:45 am)
Very nice work Ori, thanks for showing it.
#4
12/02/2006 (1:09 pm)
cool, nice work
#5
12/02/2006 (2:33 pm)
Those are *amazing*.

Absolutely beautiful work.
#6
12/02/2006 (5:31 pm)
Heh, another ZBrush devotee, I'll chime in then: (under 60 seconds, ZBrush really is too cool):

www.neoji.co.za/neo/gg/humphh.jpg
#7
12/02/2006 (5:37 pm)
Doh hit submit too fast.

For those interested check out ZBrush Central

People are doing mind blowing things with ZBrush.
#8
12/02/2006 (8:02 pm)
Nice Zbrush work. I tend to work other way (first LP, then subdividing mesh and adding details for normal map) but it's mainly because I have yet to buy Zbrush (so far using SharpConstruct for that kind of job, mainly because it's free)
#9
12/03/2006 (3:05 am)
That sort of "thug" face looks really nice. Although I'm not so sure about the texturing example :)

The trouble with these tools for me, is where they sit in the workflow. Does Zbrush actually produce anything you could use in a game?

How do you create the low poly version that is used to map the normal maps onto for example?

I'm sure these things will get easier over time.
#10
12/03/2006 (3:18 am)
Amazing...
#11
12/03/2006 (11:42 pm)
@Radoslaw:
I do either (as explained below) depending on whether I am working with pre-created meshes, or other requirements, etc.

@Phil:
Heh, I just threw on a skin material and rendered, looks better than flat mesh and that really was sub 60 second modelling (from a base head), ZBrush is that easy to use ;p

Texturing is actually a breeze in ZBrush as you can paint directly on to the mesh as well as drop it to canvas to paint on using the other tools then pick it up again...

ZBrush can fit in anywhere in the workflow depending on what you are going for. For say 2D stuff you just go crazy as in this example. For 3D stuff you either A) Create a base low poly cage in e.g. Max and import it to ZBrush, or start with a low poly cage in ZBrush, then subdivide and add fine detail in the million poly level. ZBrush then allows you to generate a normal or displacement map from the high res mesh for the low poly cage and export to max for tweaking etc. Then load it up in e.g. TGEA and voila!