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The making of Water Fight Strike Force!

By Sampo Rask
Web: Open Site
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Date Added: 23rd April 2014
Software used:
Blender, ZBrush

Creating props

When I had the Engineer on a satisfying level, I exported the model into Blender and started to create all the props around him. All the props were modeled by hand, again using reference images as guides. I like to model by starting from a single edge or a circle and working from there, using the Mirror (symmetry) modifier where needed.

All the props were modeled isolated and then placed on the character. I didn't stress about placing them spot on because I knew I was going to pose the character later.

A screenshot of the props from Blender

Posing the character

I used ZBrush's Transpose Master to create the low res mesh from my SubTools and then exported that mesh to Blender for rigging and posing. This time I only had one SubTool so doing this via the Transpose Master wasn't essential. I could have just exported the lowest subdivision level instead. I used OBJ files to transfer my models between Blender and ZBrush since there is no (official) GoZ plugin for Blender. What's important is to check the Keep vertex order in Blender's OBJ exporter and importer to keep everything synced.

In Blender I created a quick and simple rig with IK hands and feet and used automatic weights to skin the model to the rig. Again, I wasn't afraid to use myself as a reference. I used an umbrella to act as a gun and did some poses in front of a mirror to find something that I liked. When you're doing the poses yourself, you feel how your limbs are and your how weight distributes, which really helps posing. Even though you might know you're presenting the model from a specific angle it's important to observe the pose from all sides. Looking orthogonally straight from the top is a surprisingly good angle to see if the pose is weighted properly.

After I had a good pose I brought the model back to ZBrush and continued to tweak it with the Transpose tool and Move, and Move Topological brushes. I also re-sculpted a lot to make the body respond to the pose: muscles contracting and expanding, skin stretching or folding. Again, I looked at myself in the mirror in that pose for reference.

Posing the character, making sure all angles are correct

Putting the character together

After that I exported a fairly high subdivision version of the character to Blender for reference and began placing the props around him. I exported all of them as OBJ files and used MultiAppend to import them into ZBrush. I then sculpted some folds, wear and tear to the props and I was pretty much done!

A ZBrush render of the finished Engineer

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