What Issues did you
face?
One of the main issues that I faced inside Zbrush was
accessorising my superhero character. I
have been exposed to many superheroes ever since I was born and have been fed
images of what superheroes should look like. Usually these images are of men
and women in tights with not much else. Because of this I found it exceedingly
hard to stray away from what has already been created in other hero universes
such as Capcom and Marvel. I found it rather easy to make the base mesh of the
character but when it came to adding more features to tell a story about the
character I hit a brick wall. It was a combination of not knowing how to model
complex objects and also because I felt that accessorising would take attention
away from the detailing of the body I had created. I really wanted to stray
away from just creating a being wearing spandex and add to the personality and
form of the character. My character was large and muscular and I wanted to
emphasize this fact with the accessories.
Another point to add is that I did not originally start with
the final concept you see before you. I originally was aiming at designing a
paladin character which was hyper realistic. After a few days modelling I
realised that this would not be possible in the time frame we had so I changed
my character to become more ‘cartoon-like.’ This drastically changed how I
worked within Zbrush.
In what ways did you
interact with other members of the group, where these actions beneficial?
For me personally I did not have much interaction with the
group because I already had a little bit of knowledge about Zbrush. I stayed
isolated during most of the modelling process because I felt helping others and
guiding them through the program would slow down my rate of work. I did not
want to be spending my time teaching others and wanted to focus instead on what
I didn’t already know. I felt distracted working around other people.
Essentially the only help I needed could be found on the internet. However that
was just for me, I can see how it would be beneficial for people to work
together who don’t have much knowledge of the program. In the brief time that I
did with the group I did try help out as much as I could which also benefitted
me in a way because it made me think about someone else’s model and ways to
problem solve around their particular issues. It made my thinking more
intuitive on fly.
In terms of your process,
is there anything you would change to increase your workflow or solve any
issues you have faced?
To
increase my workflow I would have definitely produced concept sketches
beforehand to have an exact idea of what I was modelling. This definitely
slowed my workflow down because I was simply making it up as I went along. I
knew I wanted to create some kind of war fighter with a huge sword of gun and
that was it. This was one of the main reasons my first models did not work out
as expected. Another factor that could have really sped up my workflow would
have been to use both Maya and Zbrush together. Maya is great for hard surface
modelling while Zbrush is best for organic modelling. At the very end of the
model I started using Maya for the rockets but the rest of the accessories were
hard surface modelled in Zbrush which proved quite challenging and tedious. The
polygon count was also a huge issue for me because I included so many
accessories that were heavily subdivided it slowed down Zbrush a large amount
and caused it to frequently crash on me. This was perhaps one of the most
time-consuming issues that I faced. Another issue I faced was the fact that the
glove and the body had two different lower subdivision levels. This meant that
when posing the model using transpose master they would each deform differently
instead of together so I had to leave the character in a neutral pose.
What skills did you learn
throughout this brief?
I
learnt a variety of skills through this brief including how think abstractly
about stylized approaches to characters instead of trying to replicate real
life, it showed me that whatever you imagine can be modelled and that the
process is never linear. I learnt how to look at an image and problem solve as
to what the best method would be to model it. Everywhere I go now I always
examine objects and think to myself, “How could I model that?” Although I have
just scratched the surface of Zbrush I feel as though I have a base knowledge
to do with most of its primary inner workings such as insert brushes and
shadowbox. I feel knowledgeable enough that if a 3d developer asked me to
generate a conceptual sculpts I would be able to do so with confidence.
How does each individual’s
process differ? What do you think affected these decisions?
I
think the other group member’s models were impressive for a first attempt at
Zbrush. They accomplished a great deal in a short period of time. I think that
the fact that they had never modelled before affected the final outcome
however. I think they needed to draw inspiration from real life objects such as
anatomy. In doing so, they would produce much more convincing models. Not only that,
but a lot of key features not utilized such as shadowbox, insert meshes, and curve
brushes etc. Many of these tools can bring about a whole new level of detail to
a models appearance and are very easily used. The integration of a hard surface
program would have also helped a great deal.
My Process
I
first started by researching a large variety of superheroes to draw inspiration
from. I looked at not only modern superheroes but also heroes from other
universes such as World of Warcraft and Greek Mythology. I thought that by
exploring outside of the traditional marvel and Capcom I would be inspired to
create something that had not been done before. I also talked to a lot of
people via Facebook asking them what they wanted to see in a superhero. I
wanted to keep all my options open as long as possible so that I did not become
short sighted and focus on one thing in particular. Even after spending 4 days
sculpting my paladin I was not happy and ended up throwing out that model as I
did not feel it was portraying my vision of what a superhero should look like.
I
realised soon enough that in order to make life that little bit easier I would
stylise the character to reduce the amount of detail needed. If the body was
stylised it meant that everything else could be simplified down. I felt this
approach fitting because most superhero designs are very stylised such as in
comic books. I started by using Zspheres to block out the base mesh of the
model. I left the density at level 1 and made it an adaptive skin. The reason
for the low density was so that I could move around each individual vertice to
ensure that the subdivisions would increase in favour of the features I wanted
to add to the model. An example of this is moving vertices around the pectoral
region to block on the shape and also around the eyes (adding edge loops to
ensure that more polygons could be used for detailing facial features). I
slowly went up subdivisions blocking out the overall shape and using the pinch,
standard, and Hpolish brushes to detail. I wanted to avoid organic looking
surfaces so I tried to give ‘edges’ to the physiology of the character to make
it look more cartoon-like. For the straps, shoe sole, belt and gloves I used
extract and also retopologized geometry using a Zsphere. The knife and sheath
were created using shadowbox. Most of the accessories were modelled inside Maya
and imported into Zbrush. The chain and grenade insert brushes were attached to
the mesh using the curve stroke while the spike insert mesh was attached using
the drag rectangle tool. Insert meshes create their own subtool which makes
them very easily editable and textured. The gun was created using Zbrush hard
surface modelling techniques however it would have been much more efficient if
this had been created in another program such as Maya.
As
for detailing, I was not after a hyper realistic model so I did not want to add
any fine alpha details. Instead I wanted to entire model to look sleek to
reinforce the comic themed look. There was one alpha applied on the belt which
is the atomic symbol (it’s hard to see), but this was to add character to the
hero.
When
it came to texturing, I solely relied on matcaps within Zbrush and simply
changed their colour and material in accordance to the type of accessory I was
trying to texture. It took a bit of experimentation to find the right results
but in the end I was very pleased with the result. I changed a lot of the
render settings and included a ‘sharp’ Photoshop filter overlaid on top of the
render.
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