Using lego for concepting before starting in 3D. I think it works quite well.
Some more Zbrush tests.
Here is another time-lapse of a speed sculpt in Zbrush. I started out with a sphere but the first part got lost. The whole sculpt is about three hours. I had no reference so it’s all from my mind. I am really happy with the result.
(the music you hear is; Pantyraid vs Kid Cudi – Pursuit of Beba (Boreta mashup))
Here is the result of refining the speed sculpt.
After the fun and free sculpting comes the tedious task of re meshing the model so it is actually usable for animation or can be used in a game engine. Here is the process of creating the mesh in Zbrush once more with the use of a Zsphere. Sorry for the hard cut on the end in the music, which is from Dr. Auratheft http://siebethissen.net/Dr_Auratheft/Mom_Radio/Re_Boogie_Down.mp3. Some excellent mixes there!
I was playing around with Unity to see what I could do with the engine. I always wanted my own Island, like the rest of all earthlings. So I dove in and this is the result up to now.
The terrain tools in Unity don’t work really well so I created the Heightmap in Geocontrol2, a unique application for making terrains. Takes a while to get used to it but in the end it proved to be very powerful.
If you like you can have a stroll on the island yourself. You do however need to install the Unity3d webplugin. It’s a web build so the graphics are a little toned down. Use WASD to move around and Space to jump.
Low poly head started in c4d, detailed and textured in Zbrush, rendered in C4D again.
Playing around with Dynamesh in Zbrush. The whole model so far was done in 2 hours. It’s such a relief to be working with these techniques and I wonder if I will ever do character modeling or creature modeling in c4d ever again.
Just a still from the driving sequence but this time I’ve played around with anaglyph stereo. So I hope you have some glasses laying about.
Got a bit tired of walk cycles so I’ve put her in a car. In this sequence I really had room to see what I could do with the this cartoon shading technique. I was particularly curious how it would work the depth of field. So I rendered a depth pass and used that for the out of focus and also to control whether there would be lines or not. It all works very nice and it gives great contrast in the look. I am not quite happy with the smile and her lighting in the last shot though so I will change that sooner or later.