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December 20, 2011
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:icon31883milesperhour:
Started up a robot design for my industrial design course in school.. will take it to game res eventually. All Zbrush
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:iconcontrivance1:
So how did you achieve the hard surfaces in this? Extracting the meshes then decimating?
When I extract a surface then "re-mesh" is softens the polys too much.
I don't even know where "decimate" is located.
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:icon31883milesperhour:
~31883milesperhour Mar 24, 2013  Professional Digital Artist
yes, exactly.. that's all I did actually.. but it hurt my machine a bit because most of my extractions needed to be huge poly counts to hold their shape. I did eventually get around to decimating my mesh, and it runs a little easier now, but it still bogs down my machine a little.. i need to get back to this character at some point and do a low res and texture pass. The Decimation Master is located in the Z-Plugins tab at the top of your screen. If it is not there, you can download it for free from Zbrush Central. I actually have a better work flow that I use now for hard-surface stuff for Zbrush.. Since my machine is lower end, I have to base mesh everything.. it sucks to have to work between 2 applications, but I have to do what I have to do. Stay tuned for some tutorials about this. The tutorial has been explained a bit from other people, but I'll put in my two cents in the pot as well.. Keep an eye out..
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:iconcontrivance1:
Thanks a lot for the informative reply.
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:iconn00sh:
This is awesome. I really dig the rock-steady appearance he has. Looks like a force to be reckoned with. I can definitely see the Mike Jensen influence ;) The only thing that I would change thus far (and this is totally just me, and it's such a small thing) would be the screws (or bolts details) of the inside shoulder joints. They just look like bumps in the metal where everywhere else you have used a cool screw alpha to create that detail. But once again, that's just me. Looks great! I love the silhouette.
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:icon31883milesperhour:
~31883milesperhour May 28, 2012  Professional Digital Artist
thanks very much.. and point taken.. the shoulder bolts were just stamps and I had just figured out how to create them from one of the recent Eat3D hard-surface sculpting vids.. eh.. ya live and learn.. thanks very much tho :).. I'm learning to be more efficient with my meshes in Zbrush these days.. and dynamesh has made so many things more easy--- next time will be easier.. much appreciated w/ the crits
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:icongcartist85:
Thank you for letting us add your Amazing work to our gallery! :iconfantasyfans101:
:iconpositivityplz:
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:icon31883milesperhour:
~31883milesperhour Feb 5, 2012  Professional Digital Artist
ah, well thank YOU very much for being so kind :)
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:iconsethnash:
something strangly appealing about the proportions, great work man, get him finished :)
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:icon31883milesperhour:
~31883milesperhour Jan 30, 2012  Professional Digital Artist
ah, thank ye sir :)
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:iconslotherius:
Hey nice work.. I'm curious about something though, i just finished uni and i spent 2 out of 3 years learning Maya and low-poly modeling, but have been now hearing a seeing a lot of ZBrush. Wherever it is that your studying, are they saying that poly-count, clean mesh and topolgy still matter?
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