[FF7PC] Red Werewolf

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Damn look at that. I like the hair, though you painted it the same color as the rest of the fur. Great progress. I'd suggest finishing all the detail first though before painting the model, it'll be easier to sculpt fine and minor details in the default grey. Unless you have a particular plan or work flow.
 
The hair and fur are actually different colors. But they are definitely too close in hue. Lol. I'm thinking of removing the color, finishing the model and then re coloring with different colors. Thanks cmh
 
I really like this concept and am cheering you on man. Bravo on the work you have done so far this gets me giddy thinking that red XII could be this awesome.
 
Thanks Ice. I want to start by saying that this is my final detail/texture sculpt post. Sorry if I update too much. I'm both excited and enjoying the feedback and criticism. Only thing I have left is ankle bracelets, wrist chains and feathers. After that it's color time. Once I'm finished with that I will post a final 3D concept. Then it's on to blender and Kimera.
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Hope you all like him so far. Let me know if you if you have any thoughts or improvements.
 
I Love the detailing on the chest. The collar bones are amazing, I don't know why those stood out. The only thing that bugs me a little bit are the veins are perfectly mirrored. Not something you'd notice in game; but it just something that stood out to me. Particularly the one that appears on either side of the chest. o.o.

Maybe it's just me though! ^^

Awesome work so far, regardless. I've always wanted to learn Zbrush :o.
 
I Love the detailing on the chest. The collar bones are amazing, I don't know why those stood out. The only thing that bugs me a little bit are the veins are perfectly mirrored. Not something you'd notice in game; but it just something that stood out to me. Particularly the one that appears on either side of the chest. o.o.

Maybe it's just me though! ^^

Awesome work so far, regardless. I've always wanted to learn Zbrush :o.
Your right lol. It's definitely easy to lose yourself in symmetry mode. Your also right about not noticing in game mode. Because when I dumb this down the veins will probably disappear all together.
 
Awesome model! I'd prefer the hair a little more pointy but that's not so much of an issue.

Looking forward for any future project of yours. Your skills in modeling are quite promising! :)
 
thanks LeonhartGR. Ya I tried the more pointy hair but it clashed with the fact the rest of the model is so curved.
 
Looks great. What's your current polycount? I do agree that it's too symmetrical. If you switch it off though and add a few extra details on each side to switch it up some that should do. Have you decided what you want the final model to look like? If you want to just edit the idle animation so he's standing up, and have him still run on all fours that would certainly be easier. It's possible to edit them further so he's always standing up, but it depends on how much time you want to put into it.
 
I am curious how the limit break animations are going to function. All in all the model looks pristine the crème de la crème of effort as one would put it. I am even more intrigued to see how the animation is handled.
 
I'm very curious on animations too lol. This is the first time I've ever tried any of this. But obviously I catch on quick. :) This is pretty much how I want him to look. Obviously have to add color and a couple accessories and tattoos. Poly on him is 8.452 million. Lmao I've already created a low poly rendition at 80k. I hope that will work

I will try to upload the low res poly tonight
 
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Ok so using zremesher I dropped polycount to 68k. I will have to put his eye back in but I don't the it looks too bad. I also so a tutorial on how zbrush can paint detail back in using the high res model. I'll have to watch that again. A lot of info all at once.
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Before you tessellated the model, did you get a UV bake for later application?
 
I have both models now. The high res and low res. both saved. I'm going to paint the high res and then I should be able to use that on the game model right
 
For the most part yes, but you can only use a diffuse texture. Normally you'd also at least use a normal map, but we currently cant import them. So any extra detail you'd like will need to be added to the diffuse. By the way, I find it easier to keep everything detailed and straight to divide pieces up while modeling. For example make the eye socket in the head, but model the eye separately. That way you can also duplicate pieces in multiple places. Same with hair and accessories. Other than the eyes though it looks like that's what you've been doing. 68k is definitely still a high poly game model, but shouldn't be an issue.
 
I'm learning now about diffuse textures. Hopefully I can get this all wrapped up tonight. Any suggestions on a program for animating?
 
Now this is awesome. This is my favorite part.
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Tats ankle bracelets and minor detail and then the full res will be done
 
Is it possible to make with ZBrush a UVMap? That actually a very important thing.
 
Yes. They have what's called UV master. Probably one of the most intuitive mapping programs
 
Oh gosh! That's a standing RedXIII! So irie!  :mrgreen:

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