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AdamRodgers's Avatar
Old (#1)
Hi Polycounters,

Thought Id share a personal project I'm working on, speaks for itself I hope. As a way to learn ZB I thought Id combine a few of my favourite heroes into one character, specifically Briareos but mixed with a couple of other favorites of mine.

For those unfamiliar with Shirows work on 'Appleseed' -

more info- http://en.wikipedia.org/wiki/Appleseed_(manga)

[UPDATE 13.9.12]
[IMG]Quick polypaint to check out my scheme, I have desert and derelict urban in mind for the setting. C and C welcome[/IMG]



Last edited by AdamRodgers; 09-13-2012 at 03:21 PM..
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AdamRodgers's Avatar
Old (#2)
Took a break on blocking out to create an organic for the final composition -



Modeled and textured in ZB
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SeanO'Connor's Avatar
Old (#3)
I am sure it is just not yet finished, but the torso clothing is seriously low poly compared to the rest of the character. Overall, he feels a bit rigid, perhaps give some weight to those accessories on his torso and thighs. Is the groin supposed to come to such a sharp point? It looks a bit strange.

I think your idea of combining heroes is definitely interesting and unique though.

EDIT: Butterfly was added while I was writing. It looks quite good, I like the wing texture.
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Blaisoid's Avatar
Old (#4)
it looks like the "forehead" part blocks his vision, unlike the original design.
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AdamRodgers's Avatar
Old (#5)
Thanks Seano'Connor. Dont worry about poly density, its all blocking in, I took the head a little further as I had a pretty clear idea what I wanted. You wont be seeing that crotch - just something to grab extracts from and draw masks and sketches onto.

Still a lot of decisions to make -



EDIT: Blaisoid: Book two Briareos has a rebuild and the forehead blocks his central sensor, although it is hinged to move out of the way and I suspect his central sensor isn't for vision anyhoo - but fear not there will be a lot of work done on the head to make things work.

Last edited by AdamRodgers; 08-01-2012 at 06:33 AM..
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AdamRodgers's Avatar
Old (#6)
Update - little more blocking in and roughing out more details -

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File Type: jpg BriarWIPstage2.jpg (107.6 KB, 13 views)
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AdamRodgers's Avatar
Old (#7)
A 'Lil' aside for a sumbission for upcoming comic series. It also serves as a practice ground for sculpting the two 'cubs' for Briareos.

'Lil' Tank Girl -
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AdamRodgers's Avatar
Old (#8)
Back to Briareos and the final Pass - Heres the Low Poly BaseMesh of the 'Beowulf Mk II - Battle Rifle' A squat and hardy low maintenance Rail Weapon, powered from interchangeable Cells and/or External Generators.



Now to ZBrush with it.


C and C Welcome
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AdamRodgers's Avatar
Old (#9)
Some mods to Basemesh, Longer barrel, tech inserts for readouts at sides of scope, monopod added and anumber of other small changes.

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AdamRodgers's Avatar
Old (#10)
Added the Bipod and into ZB for the HPoly sculpt - not much time today but hope to get a good start over weekend -



C and C welcome.
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Blaisoid's Avatar
Old (#11)
it looks really cool, keep it up.

i actually started reading the manga few days ago cause that torso thing attached to him looks pretty intriguing. i assume it also appeared in original?
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AdamRodgers's Avatar
Old (#12)
Thanks Blasoid, keeping it up muchly

The chest attachment will be a Segue/Papoose for one of the two 'cubs' / babies that Briareos is carrying, the other is on his back and is slightly larger - these two Segue 'Baby Carts' are self aware survival vehicles for when things get a bit 'difficult' out in the wilderness.

Glad I've sort of inspired you to read Appleseed, but you wont find the Baby Carts in their, there are some baby pods though and more in Shirows 'Dominion Tank Police', which is well worth getting imo, its light hearted stuff but fun and great ~Art.

Update coming soon.
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AdamRodgers's Avatar
Old (#13)
[UPDATE]
Started the High Poly Sculpt of the 'BeoWulf II' Railgun, sculpting it in extended form for ease and hoping it all fits neatly together still when folded.



C and C welcome
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AdamRodgers's Avatar
Old (#14)
Update - made some changes to the LP after a few test sculpts on various parts and learnt my lesson about corner edgeflow and T junctions in ZB the hard-ish way.



Crits and comments welcome.
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AdamRodgers's Avatar
Old (#15)
[Update]
Enlarged Bipod and tested folded mode, added some cabling placeholders and some other general furniture.



C n C welcome
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AdamRodgers's Avatar
Old (#16)
Pretty much finished with the factory shipped HP. A few things to tidy and add, mostly grip surfaces and hints at different materials then onto wear and tear.

Still need to add a Eye and Wrist Jacks and cable and the external power cables to link to Briareos.



C and C welcome
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Texelion's Avatar
Old (#17)
Nothing to say, it's just good imo ^^.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein -
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AdamRodgers's Avatar
Old (#18)
Thanks Texelion.

I think Ill call the HP done for now, primarily as it was just a way to test and bed in the new ZB and I want to get the LP done and textured while working up Briareos.

Ill be texturing it using tried methods as a factory perfect version first then using some different techniques to create the battered and weathered later.



C and C welcome
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Alismuffin's Avatar
Old (#19)
FYEAH Appleseed

Continue
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AdamRodgers's Avatar
Old (#20)
Thank you for the encouragement Alismuffin

As a test of HP to LP workflow I thought Id make some Speedloader pouches, a simple object to test and rough polypaint to test workflow and pipeline. But Ive got a wee problem!

After doing some HP sculpting I decided to go back and change the UV's a little and now its giving me trouble.

-I thought I could just import it into div 1 of the already sculpted Speedloader subtool but it doesn't seem to like that.

-I tried copying UVs in ZB and pasting and again but NO GO.

-So I tried dividing it upto same divs and projecting the detail with many small tweaks of PBlue, Mean etc and I still find it unsatisfactory. Is there a science to Projection now ? does anyone have any suggestions on this or another method? Or should I just keep tweaking Projection and hope I can get there eventually?

TBH It was only a very fast sculpt to get something for testing the whole workflow so I'm not precious about the sculpt, in fact its pretty raw imo, but Id like to be able to get out of this fix if it occurs with other more complex sculpts later.

Suggestions please?

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AdamRodgers's Avatar
Old (#21)
A quick screengrab of what I get when I import the New div 1 with new uvs into the old HP - any thoughts?

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Alismuffin's Avatar
Old (#22)
Hmm well you could use xNormal to bake normals since it only requires that you have UV's laid out for the LP

But I am sure it shouldn't do this when updating the basemesh though...
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AdamRodgers's Avatar
Old (#23)
Thanks Alismuffin, I could and often do for comparrison but my chosen method is Max and cageing, but Im trying to reduce the number of steps and apps for the process. Besides Im intrigued as to whats occured here, there isnt even a seam on the front where the effect is most obvious, no layers, no even a morph target or masking, but its such a regular pattern that there must be some logical reason. The main reason for doing this was to use the ZB uv master to quickly output normals for testing.

Any suggestions?
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disanski's Avatar
Old (#24)
Hmm how are you exporting and importing this. I have not tested it myself but perhaps if you use GoZ it might work?
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AdamRodgers's Avatar
Old (#25)
Hi dis, thanks for dropping by I was imp/exp as obj with all the goodies, BUT dont worry, the problem has been solved after a good few hours of trying various ZB functions I just exported the HP div 1 to Max and copied the UVS over there and imported it back in as div 1 and everything is good. Thanks once again chap.
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