Adam Carroll

digital artist

http://www.google.com

http://www.google.com

header_9.jpg

header_5.jpg

header_2.jpg

header_4.jpg

header_1.jpg

header_6.jpg

header_3.jpg

header_7.jpg

  • Ramblings
  • Gallery
    • Models
    • Photos
    • Drawings
    • Paintings
  • Demo Reel
  • About
  • Links
Subscribe

« Zryais – a step toward game art
Cornhole All-Stars »

Zryais’ creation

Tuesday, June 30th, 20094:39 pm
raox-whitehole-zriays Just thought I’d take a moment to go over my creation process for Zryais in case anyone is interested.  I started with this sweet concept by Raox which i chose because i liked the sense of character and over all form.  I also have been wanting to do some more stylized pieces and thought he’d be a great choice for my first attempt.

zryais_base I box-modeled a very basic base mesh in Maya, only worrying about the rough form and trying to keep everything as quads for Zbrush.  Usually I do a good amount of building in Maya before turning to Zbrush, but wanted to try starting with less.  I also planned on using the Transpose Master tool to change his pose into something a bit more neutral.  

zryais_base_03 I then took my mesh into Zbrush and broke it down into polygroups to help with hiding and sculpting certain areas.  I’d never really used the poly groups all that much in the past, but boy was it helpful and will definitely be something I continue to use in the future.  I also went ahead and bulked out the proportions a bit as well as changed his pose to something a bit more neutral.

 

zryais_sculpt_02 zryais_sculpt_03 I sculpted away, working to achieve the overall shapes and silhouettes as well as the details necessary.  After a bit of sculpting I realized I’d forgotten to add Zryais’ antennae to my original base, so i went back to Maya to make this change (left image).  If you’ve ever used Zbrush and had to make changes to your base mesh, you know it changes the vertex order and will destroy your levels.  To get around this i was able to use the “project all” function which will transfer sculpted detail from one base to the next (right image).  I’m looking forward to Go-Z (in zb4) which will allow closer integration with traditional 3d apps and solve this problem.

After i finished my final sculpt i exported out a medium range mesh with enough detail that i could make out all my landmarks.  I used good ole’ Make Live in maya to use the sculpted mesh as a base for my low res mesh.  You can also use Zbrush or Topogun or Nex to do this, i just stuck with the original in this instance.  Once the low res mesh was finished and UV’d, i baked out my normals and AO using a great free program that most people have heard of, xNormal.  I created all the rest of the maps in photoshop using basic tools.  I did however use the polypaint tools in Zbrush to get the long straight green lines on his skin and just used Maya to transfer the maps.

That’s pretty much everything, so i’ll just end this blurb with a little turntable of Zryais.  Let me know what you think, and be sure to check out the rest of the images in my Gallery!

Get the Flash Player to see the wordTube Media Player.

Category: Game Art | RSS 2.0 | Respond |

One Response to “Zryais’ creation”

  1. James C Ditmer Says:
    July 1st, 2009 at 10:29 am -

    He looks great! He really has a good likeness to the concept. I love the colors and pose. I can tell this was a good learning experience for you in how to make a game model and your process explanation is very thoughtfully written. He is a great, stylized addition to your portfolio.
    -James

Leave a Reply


All Content © Copyright Adam Carroll | Log in | Register

Powered by WordPress | Best Viewed with Firefox