ZBrushCentral

Davros

Davros

[davros-sm.jpg]

I started the upper [art of this some time back, but alas didn’t get to add anything else due to commitments. So I thought I’d start adding the rest of it and try and get this one to final before the end of the century lol. Its a slight redesign of Davros from Doctor Who for those unfamiliar with the old series.
ref sheet

I’ve had to cross 3 different bad looking latex masks to try and keep the ‘look’ of the character, while slightly updating it. Textures and shaders are stand-ins on the coloured version for the moment to give a basic idea where I’m going with this. Still got the controls etc to add, and detailing on the base.

Wayne…

PS no I still haven’t added the ears yet…:wink:

D.W.,

Be interesting to see where you take this sculpt as you finish it up. Its coming along very nicely. As I look at it my first impression was the dalek chair portion should be bigger considering the size of his torso. At any rate will be checking back to see how it progresses. Keep it up

keep going, keep going :+1: - I’m a big Doctor Who fan and had the pleasure of meeting Terry Molloy [thankfully quite the opposite to ol’ Davros - nice and charming :D] Looking forward to more :slight_smile:

Can you spot the deliberate mistake Magdelana? :lol: (I forgot he only has one usable arm lol…shame on me.) I’ve uped the scale on the ‘chair part’ and sorted a few other things that I’ll post tomorrow.

Wayne…

//youtu.be/1X6capM3oN4

A quick turntable of progress so far, I’ll up a full shot of it later on for those interested.

Wayne…

[davros4-thumb.jpg]

[davros4-sm.jpg](javascript:zb_insimg(‘83237’,‘davros4-sm.jpg’,1,0))

Ok this is how he stands before tonights session. Somehow I managed to lose the color info on his hand, so I’ll have to redo that (I wasn’t too happy with it anyway as the whole hand needs redoing).

Bit of a psoe change, although there’s not a whole lot you can do with this and have him remain in character…lol

Wayne…

Sweet.

Scared me senseless as a child.

Never understoody why somebody so advanced would not simply have is arm replaced. You know what would be great? If big franchises like dr who, star wars, marvel, dc, etc. would allow a website to profit from fanfilms. Like yuoutube for fan movies, only a profit split with the franchises. Let’s face it. The talent to create the best stories for these franchises arent usually employed by the owners.
Cheers!
PS Im watching your KURV video Darth. That’s you right?
Jarrett

As I understand it, it probably wont happen for a variety of reasons. Some francises don’t want fan art being around and like to keep total control over everything from ‘their universe’, while others positively encourage it. Plus theres the whole copywrite mindfeild, but in an ideal world it would be a good idea.

I find it odd how when I started out long ago I started doing fan art, then stopped as sometimes (rightly or wrongly) it gets pushed as side as not ‘art enough’, so I moved onto other subjects. Now I’ve got older I find myself time and time again doing sculpts of things I like and maybe want to revisit or feel are overdue a modern brush up.

Whether art or not, or cool or not, I see it as intersting to see any artist tackle a well known subject from both a fans and an artists perspective. It sometiems brings something fresh to an old idea.

Yeah that is me on the Kurv DVD, I hope you find it useful.

Wayne…

I just got ZB3, actually I am waiting on it in the post now, and running in the grace period mode. Can you give me a quick summary of what retopologizing something is actually used for? I am gathering that it is needed to create the edge loops for animation in max or maya or wherever. Is it needed if I simply want to render my zbrush models in maya as stills?

From what I gather, I need to model in zbrush, then export the model at its lowest zubdivision. Then I import that into maya, and lay on the exported maps (displacement, color, normal) to make the model appear in maya as it did in zbrush, using the maps to deform the lo res mesh into the high quality zbrush model. Am I close?

As well as those reasons, retopologising also gives you th polys in the areas that you need them for a sculpt. So you often do not have to go as far into polygon uber count territory if you dont want to, as you have the polygons concentrated only in areas you wish to instead of evenly distributed. As a general rule its a good idea to retop your sculpts as its damn good practice for when you HAVE to do it.

Beware, ZBrush is highly addictive. :wink:

Wayne…

That’s pretty wicked. I like it.