So here’s an update to my Space Ranger. I’ve added some texturing to the figure, plus his basic clothing (with texturing). The clothing was created in Topogun, using the base Zbrush figure as a guide; a really easy process of drawing out polygons over the figure’s surface. I’m not sure that the denim texture of the trousers will stay; I don’t think it really says ‘Space Ranger’ TBH, so that will be re-done.
I’ve also created the shoulder strap and his rifle (which will be slung over his back), and there’s a blaster that needs to be modelled to; I’ve not added the rifle or shoulder strap yet because, if I’m honest, it looks rather fine and it’s almost a shame to have it covered up from view in the final scene. Some thought is needed there, I think.
Next up, we have the work in progress for his ship, from Zbrush concept sculpt, to topology in Topogun (with a little help from Maya for the circular shapes that I wanted to keep perfectly shaped), to the beginning of the refinement back in Maya.
I’ll probably go much further than I need to with his ship; I like to detail the insides as well as the exteriors of ships and, hey, it’s not for a production environment so I can go the whole hog if I feel the need.
As the final scene wasn’t based on an initial concept sketch (just an evolving idea), everything’s still pretty free-form right now. Once the basic ship is modelled, I’ll assemble things as a composite in Photoshop and do a sketch-over to rough out that final image, then build everything else around that concept.
I’ve included a few tips on the ship images that might be of some use to a modeller; concepting a ship in Zbrush is a lot of fun, but developing that into a full, neat model takes time and, in the past, has left me stumped, so here’s hoping that the scant tips help someone out.