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Ravanna
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Attention: ZBrushing, Creature creation and rigging


To those of you creating characters/items using Zbrush, a few things 1st.
 

1.

. Before you start a new creature, think about talking to the OTHER character/3d/2d artists first. 
Perhaps another dev has started working on something similar, or has some vital textures/zbrush files that can help!


Artists:

Eloth - Tech Artist + All rounder
Uses: 3dsmax 2012, Photoshop, NifskopeCK

 

Ravanna -Character Artist
Uses: 3dsmax 2013, Zbrush, Photoshop, xnormal, mudbox.


Kurasaki -Character Artist
Uses: 3dsmax 2013, Zbrush, Photoshop, xnormal, mudbox.

 

AlexB (my lil' savior)  - Charafcter + Tech Artist
uses: 3dsmax, Zbrush, Nifskope, CK

 

thegreatgamecreator -Weapons/prop artist
uses: 3dsmax 2010, zbrush, photoshop, xnormal

others/newbies:

  1. Sheepdog - Zbrush
  2. Shushine - Zbrush
    ​tommythegun - Blender, 3dsmax, zbrush

#-----------------------------------------------------------------------------------------------
TO BE UPDATED:
Expansion on HapChap's spreadsheet.
https://docs.google.com/spreadsheet/ccc?key=0Ak47hNl7kfMwdERfT1I2ZlF2UWsxcE5tZ2thb0dXWnc&usp=sharing
 

notepad version:

https://www.dropbox.com/s/bhgv3o4k7h13ovk/creaturelist.txt


Check that someone else hasnt already done the creature you're working on, or something related.

#-----------------------------------------------------------------------------------------------


#2. DO YOU HAVE 3dsMAX or PHOTOSHOP? Even if you successfully create a Zbrush shape and the quality is acceptable, it has to go through many other stages before we can even test it ingame.
Dont open up zbrush for the 1st time, spit out a low quality 4 million poly model, and say "FINISHED"!

#------------------------------------------------------------------------------------------------------

#3. Limitations. We dont have access to the stuff Zenimax did, nor the studio of 120 professional game design veterans. Whilst we *MAY* have a way of creating new unique creatures, its not efficient use of time.

Below is a list of silhouettes/videos of current skyrim characters. 
Study the morrowind creature, then decide which current skyrim animal most resembles it in shape, form, function, and animation.
Ask others the same. 
Once agreed, get your hands on the model from skyrim, and work around it.
(import into zbrush, work around the shape)


Talk to other artists on the forums, state the creature you're starting, and CONCEPT it.
This isnt 1998, skyrim is a pretty nice engine.  The original morrowind team was small, and working with a very old limited engine. DO you think the cliff racer would look the same if envisioned for the 1st time now? Nope.

Dont worry if u cant draw too well, just communicate your ideas.

#------------------------------------------------------------------------------------------------


4. BASICS.
If you can't model simple things like a human face, you#re going to have a bad time.
Start with these sites for practicing anatomy, and base any humanoid on a zbrush project you find installed already. I will soon upload models/textures to make things go smoothly.
http://www.anatomy4sculptors.com/?menu=10
http://pinterest.com/cbcanga/human-anatomy/

#--------------------------------------------------------------------------
download this file, its a dunmer zbrush model and a skin texture.
if you model a biped, base it on this to begin with:
https://www.dropbox.com/s/o7hcthnon765kj4/DUNMER.rar



also, this file has skin textures and detail alphas you can use in zbrush.
https://dl.dropboxusercontent.com/u/33409411/Textures.rar
#---------------------------------------------------------------------------
Even if you're creating a monster/animal, its still very much based on our muscles/skeletons.
Improve on human anatomy, you'll improve with all creatures
If you're a self confessed n00b, be patient, this shit takes years to master.
 

*image and thread WIP
​needs lots of more info and updating.
 

Edited by: grumpycat on 03/14/2014 - 17:05
alexanderb
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good rav! Also guys, try to

good rav! Also guys, try to model around a Skyrim mesh when creating characters! ill upload a set of OBJ that you can import into Zbrsuh, then you can model a new subtool around it. dont try to modify existing objs i upload cause of double verts. its not a pretty thing! just make a new subtool!

alexanderb
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rav, i have the Winged

rav, i have the Winged twilight reserved for you, i  have a special human skeleton we can use, or we can use the one form dwanguard dlc, it doesnt matter! what ever you want works for me.

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By the nine this is a

By the nine this is a great...Just to inform you guys I've acquired both Photoshop and 3dsmax so hopefully I'll be able to start learning those soon. 

grumpycat
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Hey this might make things a

Hey this might make things a tad easier to look at creatures for potential match ups, it just places all the creatures in one area doing their idles

FNIS Zoo http://skyrim.nexusmods.com/mods/38384/?

arios1570
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Anyone tried the Silo 2

Anyone tried the Silo 2 program?  Considering getting it as Blender's learning curve is a bit too steep for me to really get anything done and this one seems like it could be pretty good but without the huge price like Zbrush.

Ravanna
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if you cant get zbrush,

if you cant get zbrush, consider sculptris, which is easier.
or u can get an educational license for mudbox if ur the right age.
not heard of silo 2, at the end of the day, as long as the hi res detail is good, and the low poly#s topology and UVs are good, it doesnt matter what you work in :)

arios1570
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Downloaded Sculptris, messing

Downloaded Sculptris, messing around with it, damn good program, and free, thanks!

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Ravanna
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ok here are some further

ok here are some further instructions for character creation.

We must model AROUND pre existing shapes, such as the draugr here.
In some cases, we have to scale the skeleton before creating the zbrush shape, to make it fit.  see: GUAR

However, smaller alterations in scale are less of an issue.

You must do this to ensure we can "skin wrap" a new character to an old one, to save time, as skinning/rigging is a difficult process.

 

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zorganith
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I would like to tackle the

I would like to tackle the forms of hircine. If thats okay?

alysander
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I think i can use some

I think i can use some help with production chain plan.

0. Concept or Divine Intervention
1. Sculpting (ZBrush or Sculptris really don't get the difference)
2. Low-poly (ZBrush.DecimationMaster?)
3. UV-maps (some automatic too i presume?)
4. Photoshop-like soft to get better textures.
5. Export to 3ds max i presume?
6. Animation/Rigging
#. ???
7. PROFIT!

Am I right?

Ribtibs
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alysander wrote:

alysander wrote:

I think i can use some help with production chain plan.

0. Concept or Divine Intervention
1. Sculpting (ZBrush or Sculptris really don't get the difference)
2. Low-poly (ZBrush.DecimationMaster?) - Decimation 
3. UV-maps (some automatic too i presume?)
4. Photoshop-like soft to get better textures.
5. Export to 3ds max i presume?
6. Animation/Rigging
#. ???
7. PROFIT!

Am I right?

 


0. Concept or Divine Intervention
1. Sculpting (ZBrush or Sculptris really don't get the difference) - Sculptris has less tools, Zbrush has better functionality
2. Low-poly (ZBrush.DecimationMaster?) - Decimation does NOT make useable meshes. 3D Coat, Zbrush Retopo, Maya 2014 REtop, or Topogun for ANIMATION topology. Proper edge loops are key
3. UV-maps (some automatic too i presume?) - NO AUTOMATIC NO! Uv's need to be properly packed and set up logically so if anyone looks at the UV's then they can understand the placement. Things should also be relaxed to get proper smoothing between verts on your texture. If you automatic unwrap I will beat you with a wet noodle.

BAKE YOUR TEXTURES! we need normal, AO, spec, cavity maps, and base color info from your high rez. Use Xnormal or another baking method (Xnormal is free and amazing).

4. Photoshop-like soft to get better textures. - Photoshop is fine. 

Test Shaders in Marmoset 2 or using a real time DirectX shader for Max or Maya. 

5. Export to 3ds max i presume? We need FBX files and TGA files. Also export an OBJ as a backup.
6. Animation/Rigging

Fix things the animator finds wrong. You aren't done here :P

alysander
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> Zbrush.Retopo

(not actual more)