I don't really sculpt much in the 3D digital area but slowly want to get back into it, mostly worked with Maya and Sculptris in the past now that I Zbrush Core I want to make use of buying it in the first place. This thread will contain a variety of sculpted 3D models, as I slowly learn how the software works and possible have a fight with it as I don't have a grand computer to work with. So tips and all would be great! Here is some pics of my first full model. Could make some alterations later on, you can see the polys in it, don't know how they get it so smooth. I did optimised it for 3D printing so it reduces the polys so my computer wouldn't cough. No lag, just didn't like to respond much. My own vision of a Salamander, has a mix blend of the old model and inspiration like a bearded dragon and horned lizard I keep thinking I made an ancient Salamander of sorts Feel free to add model suggestions, want to get the practice in when I can. This one took about a day to make.
Many thanks! Well still learning and all, doesn't really suit the whole speed of a Salamander. Unless looks deceive well Update: Next on the list is creating the Chaq'Kai Skink priest character
Current WIP of the Chaq'Kai Skink character Bears a striking resemblance to the model I converted ages ago
Hey little-myth! Looking good! Ive got a few pointers that may help with the sculpting process. First off...ditch the red wax material. Its AWFUL. I dont know why that is STILL the default material. Its got that grey look on the depth that makes it harder to see the details. Id recommend using the Standard Materials: BasicMaterial. Its the grey one. Its got a really nice shader built into the material that really helps seeing shape. The next thing I would recommend is splitting your model into different subtools. It looks like you started that approach on your 2nd model. The reason to split is that you can get more polys per subtool. Doing so will help you get that smooth look you mentioned. Think about where GW splits their models. That could help where you can hide seams between the subtools. You mentioned your computer isnt the ideal rig for using ZBrush. There are ways to help with this. So as I mentioned above, splitting the model into more subtools will get you more resolution per subtool...which will also help any drag that can come from a less than ideal rig. The next best thing is to Solo the tool you are working on. Zbrush is a 2.5D program...not a 3D program. What that means is that unlike applications like Maya or Max, when something is not ON the screen in ZBrush, it doesnt exist. The largest ZTool I have is about 8GBs. Its something like 1.5 billion polys. HOWEVER...each subtool is no larger than 10mil. So when I solo...ZBrush doesnt compute the other billion something polys. It runs super smooth. Granted this is an extreme example, but it works the same on a smaller scale as well. Other things you can do performance-wise in order to help (if you are having problems) would be to limit the Undos allowed, disable saving of Undo History, and increase the amount of time allowed between Quicksaves. If youd like some critique/feedback on the sculpt, I can help with that too. I dont want to presume anything!
@Nightclaw Many thanks! I start off by making the basic 'armature using the zsphere tool and then making the adaptive skin once it's there, something tells me I will have to split that up also separately... maybe. Followed a lot of videos and some people make a whole structure for the main body in one while others make them separately like the head, arms etc
Another WIP, did had a lot more done but I think I placed the file somewhere else ha. Had the claws added on also in that file. As mentioned need to add on the claws, then it's onto fixing his tail and adding all the rest of the accessories. As always, feel free to add suggestions. Nothing too big just yet, still trying to get a grip with the software at the moment.
Thought to myself, I have a Salamander why not have a Razordon to complete the pack Have a WIP of the spiky fella There will be plenty of spikes, don't worry Jaw, tongue, teeth. All separate pieces and there will be plenty more when I start adding in spikes
Thought of dusting off this thread, getting back to 3D again and somehow forgot how to do most things like mirroring eyes heh. Plans at the moment is making a bust sculpt of a Sotek Slann, well my vision what a Sotek Slann would look like. Going with only the bust at the moment, for some reason having that break made me forget how to use the software.
@little-myth Hello, Share your designs here. I hope you still continue with your works Articles to print in 3D http://www.lustria-online.com/threads/articles-to-print-in-3d-lizardmen-seraphon.22394/
Will do once I have more completed pieces, don't spend much time doing 3D work. It's the massive juggle of managing everything else, do have plans on finishing the Slann though!
If you need an idea of how to make a palanquin, I have uploaded some designs created by someone on the Internet, which look great.
@Unoalazar Thanks! The Slann will be needing a Sotek themed Palanquin, might make it as a separate model and import it in later for the Slann And yep, it's a ritual mask, based off one my Skinks that has the mask sculpted onto the model. Thought of making an updated version as a 3D sculpt
Yes, I think it would be ideal if the palanquin and the slann are separated. That way you can paint better. I'm dying to see the evolution of your designs. I've been working on some platforms, for the back of the Stegadons 5th and EOS.
Well it's been a while since the last update, been working on this the past few days. Complete with a pose, the amount of tutorials I went through to find out how to pose was crazy, they all kept requiring plugins that I don't have. In the end I went with a lot of the masking tool and the move/rotate tools, a lot of tweaking and fixing afterwards. Well this isn't some Warhammer model work but thought it deserves a spot here cause I'm a bit proud of this. This one is from a video game. This is what I used as reference for the sculpting The glorious Zombie Chicken from Alone in the Dark, the 1992 one. I never actually played the game, just know it well and how it's part of the gaming history to me, setting the whole survival horror with fixed camera angles before Resident Evil. And you didn't had storage boxes in the game either so you had to remember where you placed some items on the floor. I question why I made it in a running pose of sorts, they more jump towards you.