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The Chupacabra, is a well known, legendary creature rumored to inhabit parts of the Americas. The name comes from the animal's reported habit of attacking and drinking the blood of livestock, especially goats. It is supposedly a heavy creature, the size of a small bear, with a row of spines reaching from the neck to the base of the tail. The one here Chupacabra X, is a more evolved monster , that was exposed to radiations and grow more dangerous.


I' ve choose to do Chupacabra, because it is a well known creature, but in the same time nobody knows how it looks like, so I could interpret it any way I liked. This one being my first high poly creature, I wanted to have a lot of freedom in concept..I stared with just a few rough sketches, just to figure out the basic proportions, and the jumped in to 3ds Max to build the base mesh.




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For the base mesh I used different prices of old meshes and put the together with the help of Polyboost. Finally got to the nice part , getting in Zbrush. I' ve started by fixing proportions and figure out how I would like my creature to look like. This stuff had to be done in the concept but it was easier for me to do it in Zbrush. After all this I had to do a retopology of the character, because it was pretty messy with all the tweaks.

Now I' ve stared to subdivide the mesh, and add details to it. I mostly used the Clay brush for the anatomy, 'cause I really like how the muscles are contoured by adding volume with this brush. For finner details I'd used the standard brush with a small Alpha (no.45 or no. 46) and with the Lazy mouse turned on, Lazy radius set to 10, and Lazy step set to 0.01.





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After the proportions and anatomy are looking right is time to add details like skin and veins, and any other things that could make a monster look creepy. I use different alpha maps, most taken from Pixologic Library and some of them made by my self. As an advice I could tell you not to jump to this step until you are sure that the anatomy and the mass proportions are really well done.


The character been done I'm coming to posing part. I just moved the hands and legs to look a little asymmetric and make him look more natural. I then built a simple base for the model, with some bones, fleshy things, rocks and some skulls to help the character look more dangerous.







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For the renders I' d used some matcaps from the Pixologic Library, and made some blends between them, until I got a matcap that shows all the details as good as it could. I hope this making off was helpful for some of you, and at least motivates you to explore more of the great tools of Zbrush, and character creation.









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Comments (2)add comment

Andrew said:

Andrew
...
The final renders look wicked Andrei!
 
December 18, 2009
Votes: +1

energise said:

energise
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Awesome "making of" man! :)
 
October 20, 2009
Votes: +1

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