Archive for the scifi Category

ZBrush Sculpt: Super-Secret Project

Posted in 3D, Design, Masks, scifi, Uncategorized, zbrush with tags , , on October 18, 2017 by Jim St Ruth

For an upcoming something

supersecretProjectJimStRuth2017

??? … Click to enbiggen…

This will be one of my next physical sculpts in Monster Clay… but the reason shall remain a mystery, perhaps for some time…

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Fishy Sculpt: ZBrush Turntable

Posted in 3D, Design, General, Masks, scifi, Uncategorized, zbrush with tags , on August 29, 2017 by Jim St Ruth

This might be a long-term project to sculpt and mould into a silicone mask. I guess that the accessories would be made in resin, perhaps with a sintered mental finish that I can polish up. I’ve got another project to finish first, however, and I want to pull more of my focus back to writing.

So, I might never actually make it… but as a mask, I think it would be awesome!

Exploration Buggy: Test Comp

Posted in 3D, Design, Maya, Photoshop, Pictures, science fiction, scifi, sculpting, zbrush with tags , , , , , on October 9, 2013 by Jim St Ruth

Much to do still: model the rear and inside, and add texturing… but couldn’t resist posting!

testCompJimStRuth2013

Armored Scout Buggy: Teaser

Posted in 3D, Design, Maya, Pictures, science fiction, scifi, sculpting, zbrush with tags , , , , , , , on September 27, 2013 by Jim St Ruth

NewCar1a-JimStRuth2013A quick update of the model. The exterior has been completely retopologised (thanks to the use of Maya’s Quad Draw function and lots of curves to help smooth out the edges and various interior pieces of the body panels). The front wheels now have brake pads and suspension modeled too. The textures are purely placeholders… lots of exciting stuff still to come: interior modelling, full texturing, the weaponry and maybe some exterior armor plating.

ZBrush Panel Loops: A Saviour For Vehicle Concepting in ZBrush?

Posted in 3D, Design, General, Pictures, science fiction, scifi, Tutorials, zbrush with tags , , , , , , , , on January 1, 2013 by Jim St Ruth

I’ve got to be honest, I love to work on concept vehicles in ZBrush. It’s easy, quick and gives an artist a huge amount of freedom to develop and change a model without getting bogged down in polygon edge flow, smoothing, creasing and… well, you get the point. It saves a lot of time and hassle, and allows you to produce some really nice work.

Being just as honest, though, I’d almost given up on it. The work is always high polygon, and I always want to take the work into Maya for extra detailing, texturing and rendering: extracting a door from the model, for example, but leaving the edges of the extracted pieces nice and smooth, but low enough in polygons to easily go in and extract edges for body panels around windows, or to have enough, low-resolution pieces to start extracting out the interior of the vehicle. ZBrush didn’t give me that, and drawing new topology over old pieces just left me frustrated and, occasionally, pretty depressed.

Pixologic released ZBrush 4.5 last week, though, and it introduced some cool new features. The most useful for me, that I’ve looked into so far, addressed a lot of the above concerns… and maybe saves me from frustration and hours that seem to produce no solutions.

Click on the image below for a rough guide to Panel Loops, from base sculpt to individual body panels, with nice edges, tight corners and useful geometry, all with a reasonably low polygon count.

ComptTest1JimStRuth2013

Another Alien WIP!

Posted in 3D, Design, Fantasy, Pictures, science fiction, scifi, sculpting, zbrush with tags , , , , , , , , on December 31, 2012 by Jim St Ruth

Sculpted, retopologised and textured in ZBrush 4.5.

alien1aWIPJimStRuth2012

Space Ranger: Update, with Zbrush Ship Concept Sculpt

Posted in 3D, Design, Fantasy, General, Maya, Photoshop, Pictures, science fiction, scifi, sculpting, Uncategorized, zbrush with tags , , , , , , , , , on July 14, 2012 by Jim St Ruth

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.