Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

 

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3 | 4
The making of Water Fight Strike Force!

By Sampo Rask
Web: Open Site
| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star none
(8 Votes)
| 18769 Views
| 1 Comments
| Comments 1
Date Added: 23rd April 2014
Software used:
Blender, ZBrush
1861_tid_08.jpg
 

Sampo Rask created a set of three characters inspired by the idea of a team-based multiplayer water fight game. Here, he runs through the modeling methods and techniques he used in ZBrush and Blender to create this fun image.


1861_tid_zfeature_artist_profile.jpg

This article goes through the process of creating a character in ZBrush, with various hard-surface props made in Blender.

For a long time I wanted to create a character that would fit into a FPS or third-person shooter game. But I've seen my share of the generic video game soldier models, and I wanted to create something original.

I imagined what character classes would look like in a team-based multiplayer water fight game. The plan was to create one of the characters and then decide whether I had time for the other two, but right after I finished the Engineer I knew I had to make all of them! On top of being a fun project I took this as a chance to practice creating different body types.

1861_tid_00.jpg
The final characters in the Water Fight Strike Force!


Concept

I began by loosely sketching the characters traditionally on paper. This was to get an outline for the characters' look and proportions. I feel most comfortable experimenting in 3D so I knew what I had on paper was in no way final – just a guideline and a reference to remind me of any ideas I had for the character. As you'll see, every character ended up changing at least a bit. For example, the Assault guy transformed along the way from having a Baywatch theme to something more ‘water polo' inspired.

1861_tid_01.jpg
The original traditional sketches that defined the three characters



Base mesh

I have a library of generic models with good topology, such as heads, ears, skulls, teeth, and whole bodies - some of which I've made myself and some that other artists have offered for free. Since I wanted to get a head start and focus on the sculpting, I decided to use one of the male base meshes from my library.

1861_tid_02.jpg
The base mesh for all three characters



next page >

 
1 | 2 | 3 | 4
Related Tutorials

Tutorial

Gallery Image.



Keywords: Making of, ZBrush, Maya, Photoshop, Fantasy, Alice, V-Ray, Mudbox, NUKE

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (11)
Comments 1 Views 21463

Tutorial

Gallery Image.



Keywords: Tutorial, Making of, Female, Character, Model, ZBrush, Maya, MARI, Photoshop, V-Ray

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 1 Views 52731

Tutorial

Gallery Image.



Keywords: character, realtime, project igi, max,

Go to galleries 1
rating star nonerating star nonerating star nonerating star nonerating star none
Comments 0 Views 26090

Tutorial

Gallery Image.



Keywords: masks, face, wrinkles, zbrush, character, Gavin Goulden

Go to galleries 1
rating star fullrating star fullrating star halfrating star nonerating star none
Comments 0 Views 9541
Readers Comments (Newest on Top)
avatar
(ID: 270422, pid: 0) Paulh3d on Thu, 24 April 2014 7:10pm
Really great work, thanks for sharing
Add Your Comment