1. #1
    Senior Member Follow User Gallery
    Join Date
    Jun 2005
    Location
    Durham, England
    Age
    48
    Posts
    712

    Default Alien / EBE Concept Sculpt (WIP)

    EBE concept sculpt

    Latest:

    alien-body-grey-sm.jpg

    Original:


    EBE1.jpg




    I've never done a 'proper' Alien EBE ( Extraterrestrial Biological Entity...) It's something I've never had cause or the inclination to do. But 4am this morning while wide awake I had this concept pop into my head. So off I headed to the workstation and knocked this out. Done all in Zbrush starting with Zspheres, no retop as yet.

    Arms still need a helluva lot of work, and a few other bits. The idea was to block out the basic idea first.

    Wayne...

    EBE1-mini#.jpg
    Last edited by DarthWayne; 07-31-07 at 06:40 AM.

  2. #2
    Senior Member Follow User Gallery
    Join Date
    Jun 2005
    Location
    Durham, England
    Age
    48
    Posts
    712

    Default

    I take it this one hasn't tickled anyones fancy then?

    Wayne...

    EBE1-mini.jpg

  3. #3
    Member Follow User Gallery
    Join Date
    Sep 2005
    Location
    Aberdeen, Scotland
    Posts
    69

    Default

    looks like a great start to me.

    And thanks for the explanation os EBE That had me stumped.
    Only weird thing that stands out to my eye is the muscle on the navel/front pelvis. But then it is an alien so I suppose it can look however it likes

  4. #4
    Senior Member Follow User Gallery
    Join Date
    Oct 2005
    Location
    The Netherlands
    Posts
    1,411

    Default

    It's... weird! Just like an alien should be. It looks sharp already even without the retopo. Fun to see some muscles seemingly on the outside of the body. In comparison to the body the head isn't as interesting at the moment. Curious where this will go...
    Elfquest Sculpting Odyssee
    The continuing diary of my first sculpt

    The Topology and Flow Lab
    Everything you need to know about topology (and more)

  5. #5
    Senior Member Follow User Gallery
    Join Date
    Jun 2005
    Location
    Durham, England
    Age
    48
    Posts
    712

    Default

    colorstrip-sm.jpg



    Thanks guys.

    No sculpting work on this just some texturing work to see where it takes me. I've retopped the model so hopefuly I can squeeze some extra detail out of it now.

    Wayne...

  6. #6
    Senior Member Follow User Gallery
    Join Date
    Jun 2005
    Location
    Durham, England
    Age
    48
    Posts
    712

    Default


    alien-body-sm.jpg



    alien-body-grey-sm.jpg



    More texture work and few extra details on the face. The polycount is about max on this box without going to HD geometry (and I'd rathe leave that till right at the very end.)

    Wayne...

  7. #7
    Senior Member Follow User Gallery
    Join Date
    Jun 2004
    Location
    Sao Paulo
    Posts
    1,828

    Default

    great model Wayne!!

    Alex Oliver

  8. #8
    Senior Member Follow User Gallery
    Join Date
    Apr 2006
    Age
    46
    Posts
    228

    Default Looking Good

    Looking good so far keep it up. Are you staying with the brown color scheme? Or are you just trying out different ideas?

  9. #9
    Member Follow User Gallery
    Join Date
    Jul 2007
    Location
    china
    Posts
    67

    Thumbs up

    Muscle nice to feel, i like

  10. #10
    Senior Member Follow User Gallery
    Join Date
    Jun 2005
    Location
    Durham, England
    Age
    48
    Posts
    712

    Default



    Quote Originally Posted by alexleia
    great model Wayne!!

    Alex Oliver
    That really means a hell of a lot coming from you mate, you've been one of my favorite sculptors for a while thanks.


    Quote Originally Posted by mnmava
    Looking good so far keep it up. Are you staying with the brown color scheme? Or are you just trying out different ideas?
    To be quite honest I have no idea at this stage, I'll try a few things out and see what works best. Then once I'm ready to export it for final render I'll try a few color corrections on the color map in photoshop and see if I can achieve more possibilites. That way I can change my mind later in the game.

    The idea is to also do a next gen version (complete with LOD's etc) as well for a project I need to do some work on.

    Since sitting down with zbrush 3 its been a very intersting journey for me. Up till now I've always had to worry at some point about the polycount and then adjust design acordingly. The last week or two I'm finally getting used to not having to mess around with things like I used to and just sculpt an idea without compromise. That's the main gift Zbrush 3 has given me..I no longer have to compromise my ideas to fit in with what is possible on my machines.

    I'm quite pleased how this one is going so far, although some parts are going to be 'interesting' to get to final and keep the overall design consistant.

    Wayne...

  11. #11
    Senior Member Follow User Gallery
    Join Date
    Jun 2005
    Location
    Durham, England
    Age
    48
    Posts
    712

    Default

    Ripping an aliens legs off!


    alien-newLeg-small2.jpg



    The lower legs and feet on this model weren't up to standard with the rest, mainly due to edge flow problems with the retop. (In other words dont retop a model on 4 hours sleep at 4am lol.)

    So I ripped the old ones of and knocked out a new pair with better topology and used mesh insert and the clay brush to merge them. Obviously the lower legs haven't really been touched much as you can tell and thats what I'll concentrate on next. I really want to get this one true to my initial idea.

    Of course I could have gave him some boots to cover up the lower leg problem but thought it best to actualy fix the problem as opposed to hiding it.

    I darkened the texture down and have added some veins etc to it while I was on.
    Enjoy

    Wayne...


    alien-body-mini.jpg

  12. #12
    Senior Member Follow User Gallery
    Join Date
    Jun 2005
    Location
    Durham, England
    Age
    48
    Posts
    712

    Default

    Next Gen In Game Version


    Pure Normal mapped base (2k Normal map)



    alienNormalStrip.jpg


    2K Col Spec and normal map


    aliennormalcolor-sm.jpg


    OK time to start taking this to the in game version now. Zmapper works like a dream for this. I've still got a little optimisation to do before I rig him and want to cut the tris down to about 8k, as right now the base mesh is wasting a LOAD in the fingers and feet that I can remove safely.

    I used a straight LV 2 model as the base hence the need for some optimisation. The shader is stil work in progress as I want to write a DX shader for this.

    I could safely take this down to a 1k map without losing too much detail, but right now I'll work with the 2k maps as I stil ahve the LODS etc to do.

    Turntables coming soon.

    Wayne...

  13. #13
    Senior Member Follow User Gallery
    Join Date
    Jun 2005
    Location
    Durham, England
    Age
    48
    Posts
    712

    Default

    Turntable



    OK heres the turntable of the textureless model. Sorry for the short length but 3d max was playing silly buggers tonight.

    Wayne...

  14. #14

    Default

    hi wayne,
    sculpt is great
    liking the detailed musculature, very believable
    did you setup the uv's in zb or max?
    thought you were a maya or xsi user for some reason
    i think the head's silhouette could benefit from some extra polys- just to match the rest
    you say you're optomising the mesh- are you uv mapping more than once or is there some 'darthish' way i'm not aware of? lol
    apologies for the many questions
    hope max behaves for you in the future

  15. #15
    Senior Member Follow User Gallery
    Join Date
    Jun 2005
    Location
    Durham, England
    Age
    48
    Posts
    712

    Default

    Quote Originally Posted by skylertonne
    hi wayne,
    sculpt is great
    liking the detailed musculature, very believable
    did you setup the uv's in zb or max?
    The Uv's were done in roadkill,I'm very fast getting addicted to it for UV ing. It keeps the vertex order and gives much less hair pulling mooments than max does.(Plus its free!)


    Quote Originally Posted by skylertonne
    thought you were a maya or xsi user for some reason
    i think the head's silhouette could benefit from some extra polys- just to match the rest
    you say you're optomising the mesh- are you uv mapping more than once or is there some 'darthish' way i'm not aware of? lol
    Actually I use all 3 for different jobs. Normally I'd use xsi for just about everything, but fancied a change last night...also helps me to stay sharp with each app. Its far to easy to forget stuff about an application when you use 3 of the buggers lol.

    I do have a couple of interesting worflows for UV'ing. With this as it's UV'd I will probably use polygon cruncher or export to XSI and use the poly reduction tools in that. (To be fair I think XSI's do a far better job.) Of course there's nothing stoping me doing each of the LODS in zbrush by retopping with the existing base mesh and deleting a few edges etc. This way gives more control.

    I dont want to go too high with the polycount for this and want it to remain useable in as many engines as possible right now. I dont really want to wall myself into one engine. I may add an edge or two into the head if I can spare the polys. I dont mind the questions at all....my job is to answer questions so I really dont mind.

    Wayne...

    mini.jpg

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •