1. #1

    Default Work Inspired by Dust 514

    Work Inspired by Dust 514, Concept done by Trevor Claxton. I used Zbrush and Maya for the whole pipe line.

    8000 faces

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    Last edited by lhowar22; 05-23-12 at 12:40 PM.

  2. #2
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    Nice design, keep them coming!

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    Super cool! Gotta get me some of them hardsurface skills!

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    Holy crap, this is great. How long did it take you to do this?

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    pure awesomeness, great hard surface mech suit man! Really digging it big time.
    the texturing version of the model is astonishing, great work!
    definantly keep it going and happy zbrushing!
    Kind regards,
    - Kenny

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    I see the Dust influences as well as Metal Gear style tech. Both look cool, so your design has it's own cool, too.
    "Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius — and a lot of courage to move in the opposite direction." -E.F. Schumacher


  7. #7
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    Very well done, maybe should give his feet more of a size. Compared to the top heavy body shape they look very small. But overall it is a great piece. =)
    ZbrushCentral Sketchbook

    Check our my blog you FOOL!!!
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    Great showcase of hard surface modeling skills!
    The high poly is amazing, while on the low poly the details don't pop out a lot... maybe you should make more varied materials: at the moment metal/cloth/rubber look quite similar...

    Can you share something about your workflow for the helmet?
    What has been made in Maya and what in Zbrush?

    Thanks!

  10. #10
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    fantastic! love the design!

  11. #11

    Default My Process

    Thanks everyone for the comments. I'll try to explain my process, I hope it makes sense.


    Step 1. First I start off with a quick sculpt just to maintain the original shapes of the concept. After that I retop it in Zbrush and make sure everything is lined up the way I want it for all the beveled edges. At this point I don't think about detail at all, just shapes.

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    Step 2. Once I retop all the shapes I usually go into Maya and refine all the edges, I Just feel more comfortable handling this in Maya. After several hours this is how my helmet turned out.

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    Step 3. For all the detail parts, you see in the helmet and Oxygen tank I used a combination of sculpting brushes and alphas to get the final result. All of these rules were applied to the whole character basically. My process is pretty simple, hope this helps out.

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    Thanks for sharing how you did this, very cool stuff.
    Bryan Wynia
    Lead Character Artist at Tripwire Interactive

  13. #13
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    Thanks, nice workflow!
    Your model is being published everywhere, even on Kotaku!

  14. #14

    Default

    Thanks, Sorry for the vague Tutorial.

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