View Full Version : F B I O S - Army Of One - Wasteland Hunter
Fbios
04-12-2009, 07:33 AM
Hi everyone!
Sketch will comming soon.:verts:
Fbios
04-12-2009, 10:20 AM
This is my 30 min sketch.
Jerico
04-12-2009, 10:40 AM
Very nice silhouette concept :) I suppose there's no game competition logo, like in the sculpting challenges? I was just moment ago looking for it...
xxxcubanxxx
04-12-2009, 11:14 AM
like Jerico said, silhouette is looking really cool I want to see more.
Fbios
04-12-2009, 08:42 PM
Thanks Jerico and xxxcubanxxx.
I did n't found any competition logo too :(
next sketch...
Perversonality
04-12-2009, 09:00 PM
Just my opinion, but I prefered the simplicity of the original sketch. A lot of the best characters have a very simple and obvious role and I think your second sketch over-complicates things
Rezdoggy
04-12-2009, 10:01 PM
i liked the first sketch better because it had a more sinister look, the second sketch is fine though cause its showin off details :). maybe you could make his hood cover his face a little more? it would make him look more intimidating
TerraBite
05-12-2009, 03:18 AM
Very nice concept! Interested to see it modeled. I'll be watching :)
Kraken
05-12-2009, 05:41 AM
Looks interesting!
I guess you are big fan of “S.T.A.L.K.E.R”!!! If not here are some pictires that could help you:
Mr.fE
05-12-2009, 07:48 AM
yeah I guess the first sketch was more WILD!
Fbios
05-12-2009, 10:39 AM
Thanks for the good advices. I will alter my second sketch.
Kraken, yes i am fan of “S.T.A.L.K.E.R”, thanks for pics!:)
SnappedStrings
05-12-2009, 02:08 PM
I agree, the silhouette was more interesting than the second piece of concept. I think it's because the silhouette left so much to the imagination.
On further note, I feel like your character needs something to make him feel more exotic. Right now, I feel like this character would fit into any number of video games, he could play a theif, or a soldier in a ww2 game, or a modern special agent, etc. My point is, he just doesn't feel like an end of the world survivor.
I'm not sure where you should go from here. I think more concept is needed. Try to juice up the feel to him. Nice work, keep it up!
Fbios
05-12-2009, 06:51 PM
Thanks SnappedStrings, great advice!
Here is my new concept! I tried to consider all advices. Now he is wild and sinister and i hope he look like an end of the world survivor :).
But now i have no idea how to do this in 3D, because there are a lot of staff and eqipment :D.
What do you think about this sketch?
ChaosDragonDZ
05-12-2009, 07:09 PM
this concept is definitely better, it has way more personality than the other one. also,
My point is, he just doesn't feel like an end of the world survivor.
Since the end of the world hasn't happened yet, and nobody knows what the culture that develops out of it would actually be like, you cant say it doesn't "feel" like an end of the world survivor; it may not feel like your vision of an end of the world survivor, but it feels like FBIOS's vision.
keep workin on it man, cant wait for updates!
xxxcubanxxx
05-12-2009, 09:20 PM
Last concept is rocking dude...
Imajus
05-12-2009, 10:47 PM
Definitely diggin the second concept. I love the face/head/hood area. Very cool.
D R E A M N T
06-12-2009, 01:51 AM
This is looking good man.So wasteland like.
SnappedStrings
06-12-2009, 08:23 AM
Wow, that looks excellent. What a major major improvement.
I don't even have any suggestions. Can't wait to see this moving into the 3d stage!
Hmm, you asked for help getting started. I would do the character, without all the accessories. Then, decide which accessories will need to be added as geometry and which accessories will work as just normal-mapped and textured.
So start big, then work down to small. hope this helps.
nice work!
Fbios
06-12-2009, 03:05 PM
Thanks for approval!!!:)
SnappedStrings thanks for advice!
Here my basic mesh for further sculpt.
D R E A M N T
06-12-2009, 10:34 PM
That is so SEXY Fbios
ChaosDragonDZ
06-12-2009, 10:49 PM
very nice topology flow man, cant wait to see more!
M_Cederstrom
07-12-2009, 01:19 AM
wow nice concept. :D
Kraken
08-12-2009, 06:35 AM
Nice! I'm waiting for high poly!
Fbios
08-12-2009, 07:57 PM
Sculpt in progress....
Martin_x
08-12-2009, 08:00 PM
Nice start. Especially like the kneepads
Cordero
08-12-2009, 11:03 PM
Nice work!
I like your approach with the concept.
Do you always start with only the shadows and silhouette?
nice job w/ the character so far. the creases in the pants r coming along nice. also like the kneepads.
Fbios
09-12-2009, 07:33 AM
Thanks for approval!!!
Cordero. In "3DCreative" journal (issue 035 Julay 2008 page 60) Dimitry Parkin the winer of the Dominance War III said - "i sipmly keep my form expressive and in silhouette. I set silhouette to black, and make sure that it looks detailed from the different sides."
As for me, i always try to follow this rulle. I start from silhouette and then work over details. There is a power tool for construct a silhouette - "Alchemy" -> http://en.flossmanuals.net/Alchemy/Introduction.
Cordero
09-12-2009, 08:09 AM
Sweet! Thanks, i will try this asap.
concept looked pretty sick! Too early to judge on the sculpt.
I really like how you got the silhoutte working 1st then started blocking out and trying new things. good deal man!
Mr.fE
11-12-2009, 05:16 PM
Thanks for approval!!!
Cordero. In "3DCreative" journal (issue 035 Julay 2008 page 60) Dimitry Parkin the winer of the Dominance War III said - "i sipmly keep my form expressive and in silhouette. I set silhouette to black, and make sure that it looks detailed from the different sides."
As for me, i always try to follow this rulle. I start from silhouette and then work over details. There is a power tool for construct a silhouette - "Alchemy" -> http://en.flossmanuals.net/Alchemy/Introduction.
yeah alchemy is the TOOL for concept sketching!
mr_lemon
11-12-2009, 07:23 PM
wow, Altair with a sniper rifle,kicka$$!!! :D
Fbios
12-12-2009, 12:36 PM
Head sculpt almost done. I used foto of Jason Statham as reference.
Perversonality
12-12-2009, 12:49 PM
Looks pretty good so far and the head definitely carries a reasonable likeness to Statham. I think it's better that it doesn't look exactly like him though
berendey
12-12-2009, 01:05 PM
very nice update!
Fbios
12-12-2009, 08:37 PM
Perversonality and berendey thx for approval)))! May be i 'll try to fix some difference from Statham.
Mr.fE
13-12-2009, 07:52 AM
Perversonality and berendey thx for approval)))! May be i 'll try to fix some difference from Statham.
very cool! ...just don't make him too much like Riddik! :D
...go for tattoos and piercings...they always work!
Kraken
13-12-2009, 11:30 AM
Cool! Will you add some more details to him? Or you don't wanna do him fotoreal?
D R E A M N T
13-12-2009, 11:49 AM
Very nice sculpt,I cant wait to see how you tackle the clothing.Any ideas about that yet?
Fbios
13-12-2009, 06:51 PM
Mr.fE thanks. I'll think about it.
Kraken i don't know yet)))
D R E A M N T thanks.
I make some changes. What do you think about it?
xxxcubanxxx
13-12-2009, 07:09 PM
both of them look good, but I prefer the original one the last one you did looks like it has something inside the mouth. So #2 for me.
goast666
13-12-2009, 07:15 PM
1 works better for the idea behind the comp, as 2 is too smooth and clean. Though I like the width of the lips on 2 better.
berendey
13-12-2009, 07:17 PM
i think #2 with little corrections. it is my view :) Choice for you.
Tarik2d
13-12-2009, 07:19 PM
Looking good, the mouth/cheek line is better on the new one. Looking cool
xxxcubanxxx
13-12-2009, 07:22 PM
i think #2 with little corrections. it is my view :) Choice for you.
agreed.
Fbios
14-12-2009, 09:49 AM
Thanks to all for discussion. I choose this one.
Fbios
14-12-2009, 08:51 PM
Body sculpt in progress.
Martin_x
14-12-2009, 09:52 PM
that looks great
Coming along great. really like how the hands r coming out. Did u start with an imported mesh or z-spheres?
Fbios
15-12-2009, 06:56 AM
E4sY i start from basic mesh made in maya. Body and hands is two different zbrush subtools.
Mr.fE
15-12-2009, 09:08 AM
this is turning out to be really impressive dude!
great work!
Kraken
16-12-2009, 05:13 AM
I really like his shoes!
Fbios
16-12-2009, 08:18 PM
Thanks Mr.fE and Kraken.
My new update. Hipoly almost done.
Tarik2d
16-12-2009, 08:23 PM
Looking good mate, im sure u have noticed it but just incase, the strap is missing on his back to the bag
D-Chap
16-12-2009, 08:43 PM
Hey- one crit I hear pretty often is to remove the symmetry modifier when sculpting wrinkles in the clothing so it doesn't look mirrored. You may want to do that, but it's harder to tell when looking at it from a 3/4 view.
Overall the sculpt is looking quite good. I'd say some parts look too smooth at the moment like his chest and the backpack could use a bit more detailing.
Fbios
17-12-2009, 05:24 AM
Tarik2d backpak skulpt not done yet it just in progress. Next i add some details to the chest and backpak, anyway thanks i'll fix this))).
D-Chap i didn't off the symmetry because i want to use symmetrical UV -maping to my low-poly model)))).
Thanks guys for support me in this challenge!:)
VinsanityV20
18-12-2009, 02:25 AM
Dude, first off, your concepting skills are killer:) Secondly, I like this design - I'm getting an Assassin's Creed/S.T.A.L.K.E.R. vibe from him, and that's a cool combination.
Also, you work very fast in Zbrush man:) This is a very impressive thread so far. I can't wait to see more of this guy.
Fbios
23-12-2009, 08:08 PM
VinsanityV20 thanks dude!!! your words very pleasant to me :)
Here is my update. Now it's a low poly model with draft normal and occlusion maps rendered in marmoset toolbag engine.
Insania
23-12-2009, 08:52 PM
Nice character.Normal map have a very impressive look. Grate job.:cool:
Tarik2d
23-12-2009, 09:04 PM
Yeah its looking good this, cool, ive never used a occlusion map on a model. Do you find it makes much difference?
buzz001
23-12-2009, 09:05 PM
this is really good. I have to ask the accessories you build them outside of zbrush and added them as sub-tools. I feel like I'm adding to much to the base mesh, from everything that I have seen in this challenge is the opposite. A simple base mesh and I guess all the detail gets baked-into the texture. Trying to get a really good grasp on modeling a good character for a game.
JGavin
24-12-2009, 03:23 AM
Monkey labs nice. I'm trying to us it but i can't figure out the materials thing. Whenever I import, its says "unknown channel model" any ideas?
Kraken
24-12-2009, 05:22 AM
I use Marmoset tool bag to:) but maybe somebody new how can I add transparency map? I didn't find any place were i can put it!
Mr.fE
24-12-2009, 07:20 AM
awesome!! the normal mapping is impressive!
Martin_x
24-12-2009, 12:34 PM
Normal map looks great!
And regarding transparency map: you should have alpha channel in your diffuse/color map. You don't have to create separate map.
Kraken
24-12-2009, 12:57 PM
Martin_xThanks a lot!
VinsanityV20
25-12-2009, 06:20 AM
this is really good. I have to ask the accessories you build them outside of zbrush and added them as sub-tools. I feel like I'm adding to much to the base mesh, from everything that I have seen in this challenge is the opposite. A simple base mesh and I guess all the detail gets baked-into the texture. Trying to get a really good grasp on modeling a good character for a game.
Ditto:) I too have ended up modeling a ****-ton of accessories in Max and am planning to import them into Zbrush into as subtools - I'm a Zbrush virgin bro. This will be the first model I end up doing a sculpt for using the program (I used Mudbox before, for two models, but it's clear that the industry is adapting Zbrush, so that's the way I gotta go).
It definitely seems that a lot of people here have meshes that are a lot...more consistent. They don't seem like a ton of little models together - they just fit together too nicely. Not really getting a nice read on people's workflows using Zbrush...
If you have any tips or something, it'd be greatly appreciated. You clearly know what you're doing with the thing:D
Fbios
28-12-2009, 01:27 PM
Thanks guys!!!
24-12-2009 04:23 AM
JGavin
Monkey labs nice. I'm trying to us it but i can't figure out the materials thing. Whenever I import, its says "unknown channel model" any ideas?
Sorry but i have no ideas(((
23-12-2009 10:05 PM
buzz001
this is really good. I have to ask the accessories you build them outside of zbrush and added them as sub-tools. I feel like I'm adding to much to the base mesh, from everything that I have seen in this challenge is the opposite. A simple base mesh and I guess all the detail gets baked-into the texture. Trying to get a really good grasp on modeling a good character for a game.
all accessories was added as separate sub-tool include head, arm and legs))) Character was build as one object in Maya and then items was separated and imported in zbrush.
Tarik2d
28-12-2009, 01:41 PM
Hey, Does baking the occlusion in help with the end result? compared to just having the normal map?
Fbios
29-12-2009, 03:06 PM
Tarik2d. Yes! occlusion map is very useful in texture painting, also i use cavity map. Occlusion map increases efficiency of normal map on low poly model. I use x-normal to bake the maps. i always use normal and occlusion map together.
Fbios
30-12-2009, 08:51 PM
new update. Rendered in Maya mentalray. Сompleteness of texture 80%
buzz001
30-12-2009, 10:35 PM
Your model looks great and thanks for the info. It will make it easier to detach the model before taking it into Zbrush, more control. And I guess merge it all back once the detailing is done. One more question I'm doing my UVs and I can't make the shell spacing any larger then 1024 in Maya '08. How can I make it the 2048 that is recomended for thr challenge.
xxxcubanxxx
30-12-2009, 11:35 PM
Textures are coming out pretty nice dude, I like it.
VinsanityV20
31-12-2009, 02:25 AM
Duuuuude - that's lookin' killer! i love this thread], the evolution of this character has been awesome. From the sic concepting to all the changes you've made to the actual model; very cool, informative thread here man! Like that thing you mentioned about silhouettes from the Dominance War III winner?
Also, thanks for answering Buzz's question about bringing things in as subtools! That helped me out as well; I gotta wonder though, since you unwrap things before bringing them into Zbrush, do that mean you unwrap everything individually then just offset them before sculpting? Then you sculpt, bring everything back and rearrange the Unwrap for texturing then? Before you bake? I just don't see how you can bring in all the props individually when you should attach them all to unwrap them...
Anyway, he's looking absolutely awesome right now. I like the brown/blue color scheme there - it can appear both warm and cold depending on the lighting, which is cool. He can fit into a bunch of different environments, which is unique amongst characters designed mostly for a desert post-apocalyse environment. He just looks badass, and it's also cool to see another person whose lookin' good for finishing! Can't wait to see the final renders! Oh, and Happy New Years man!;)
Kraken
31-12-2009, 06:07 AM
I like face texturing! It's awesome!
TKSDeadly
31-12-2009, 06:20 AM
Great entry i am loving your normaping, the result came so good, i wish i can do that, GOOD LUCK!!!
Regards
berendey
31-12-2009, 06:46 AM
Come on SEREGA! You must take a very high place :)
Fbios
31-12-2009, 07:59 AM
Hi everyone!!! thanks alot for the support guys!!! I very appreciate that. it gives me a strength to going further.
buzz001. One more question I'm doing my UVs and I can't make the shell spacing any larger then 1024 in Maya '08. How can I make it the 2048 that is recomended for thr challenge.
don't care about this spacing (if you mean option in Layout UVs Shell Spacing) I use this automatic layout on rare occasions and only for draft result. Usually I make layout by hands. if you want you can try to set "spacing presets" in custom mode and move "prescentage space" slider to minimum value but this option have no connection to the challenge recomendation. It just the UV layout controller not the size of texture map. The resolution of you map 2048X2048 set in photoshop image opion box or any paint software wich you use.
VinsanityV20.I gotta wonder though, since you unwrap things before bringing them into Zbrush, do that mean you unwrap everything individually then just offset them before sculpting? Then you sculpt, bring everything back and rearrange the Unwrap for texturing then? Before you bake? I just don't see how you can bring in all the props individually when you should attach them all to unwrap them...Oh, and Happy New Years man!
First of all thanks for New Year congratulation!!!)))
I never unwrap model for hi poly sculpt in Zbrush only low poly model wich i reconstruct (make retopology- to simplify this task you can use Topogun(the Prize for the 1st place in this challenge), Polyboost for Max or DrasterNex for Maya ) then i bake normal, occlusion and cavity maps in x-normal software(Maya, Max) in projection mode. This mean that you don't need UW map on hipoly model only lowpoly. I bake normal map part by part and then combine pieces in to the one sheet in photoshop.
If this part of job not clear enough for understanding tell me and i try to explain.
Happy New Year!!!
berendey thanks ALEX but it will be a hard task because here many strong challengers!
lampshadehead
01-01-2010, 04:24 PM
Looking really great. Some of the details look pretty flat, like the guntlets and the vest buttons. Were they part of the original sculpt, or did you add them after somehow?
Fbios
01-01-2010, 09:27 PM
lampshadehead . Looking really great. Some of the details look pretty flat, like the guntlets and the vest buttons. Were they part of the original sculpt, or did you add them after somehow?
Thanks. Flatness of some parts is my mistake. i'm not so good in low poly as i want(((
Here is my Beauty Shot.
Fbios
02-01-2010, 11:11 AM
Hi! Here is my final update!!! Thank to everyone who supported me during this competition!!!
lampshadehead
02-01-2010, 03:52 PM
Awesome man. Really great job! Keep up the great work.
TKSDeadly
02-01-2010, 05:53 PM
Congrats!!! bud on finishing
Great Work!
Good LUCK!!!
Regards
xxxcubanxxx
02-01-2010, 06:16 PM
congrats on finishing model looks awesome all around good luck.
digitalinkmind
04-01-2010, 04:28 PM
Great work!Really cool looking character:)
Reminds me a lot the "Marked One" from S.T.A.L.K.E.R.
Congrats for the awesome job and good luck on the judging;)
Renan Leser
06-01-2010, 08:31 PM
I never unwrap model for hi poly sculpt in Zbrush only low poly model wich i reconstruct (make retopology- to simplify this task you can use Topogun(the Prize for the 1st place in this challenge), Polyboost for Max or DrasterNex for Maya ) then i bake normal, occlusion and cavity maps in x-normal software(Maya, Max) in projection mode. This mean that you don't need UW map on hipoly model only lowpoly. I bake normal map part by part and then combine pieces in to the one sheet in photoshop.
If this part of job not clear enough for understanding tell me and i try to explain.
Correct me if i'm wrong:
First you did all the high poly modeling, with separated pieces in subtools;
Second: you did the retopology, creating the low poly model from the high poly sculpting;
Third: You baked the maps in Xnormal, from high to low poly model, using projection (just as it can be done in 3dsmax, using render to texture). And the assets you baked each one apart from the body mesh, is that right?
Fbios
08-01-2010, 06:09 PM
digitalinkmind thanks!!! Your work in Digital Painting "The Lonely Soldier" section is very impressive!
Renan Leser you absolutely right.
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