Dragon family thing
Dragon family thing by @ragukokarn

Also sort of old and very much the experimental kind. 

Ok, so there is a bit of a story behind this.

I like to explore pipelines for creating different things. Like, how I may model a scene in Cinema4d, create some organic things inside Zbrush, export this and import that. The way that you are supposed to do that professionally is to painstakingly paint models inside Zbrush with the most basic sets of tools at your disposal and then compose the scene in some other software. It is clunky and not particularly fast. Ain't got no time fo' dat.

So my theory was that I could use the built in texture imp/export feature in Zbrush (zApplink) and do the paint job in Photoshop instead. 

Having like 18 gigabytes of brushes (send help) and so much stuff that Zbrush simply does not have access to.

Did it work?

Well... not quite shall we say. But the basic idea works if I manage to have high enough of a resolution on the models and stuggle against the weirdly inaccurarte magic wand, which means there could be some intresting use of this for another piece.

Stay tuned, hold your horses and carpe diem

Category:
Rating:
Everyone
Class:
Rough / Concept
Submitted:
115d5h ago
Tags:
Other Work By @ragukokarn

Comments & Critiques (8)

Preferred comment/critique type for this content: Any Kind

Average Rating:
(5)

Posted: Wednesday, 05 June, 2024 @ 09:27 PM

Ahh, trying to figure out clever hacks around arbitrary software shortcomings. Tale as old as time. ;P

This has such an aggressive 2000s game concept art vibe. Someone else is working on a game and I got to thinking: We've got graphic artists, sound engineers, writers, and I've delved into RPG Maker... I don't know how hard it would be to coordinate Side 7: The Game, buuuuut... Llama-Emoji-12 (Left and Right) [V1]

Posted: Thursday, 06 June, 2024 @ 10:51 AM

@Thorvald:

I gave this game aesthetics a thought and figured it is sort of a choice that I make. High quality textures and materials that look good are usually hidden behind different paywalls or services. So I end up creating them myself from different sources like my phone camera, and it really can't look much better unless the source is good enough. I could buy some good 16k photoscan textures just to have a few. I don't think I have even a decent library of 4k ones now :D Maybe I will.

With that said; A side 7 fan game - that would be cool :) I think it certainly would be possible to do something like that, if we set out to do it. It sounds like fun to me! You have my full permission to set up such a project :)

Posted: Thursday, 06 June, 2024 @ 10:23 PM

@ragukokarn: Sourcing your own textures, now that is dedication! HAV - Clark Kent

Posted: Wednesday, 05 June, 2024 @ 11:55 PM

This is actually pretty cool. One of the reasons I fell out of love with 3D modelling was because the painting tools and processes were completely different from what I was used to with standard drawing software. I spent more time trying to understand how to unwrap objects to create a template to color in another program than I did with actually modelling and rigging things in the 3D software. I was.. not very successful. This scene may be a bit rough at a casual glance, but it's inspiring to me.

Posted: Thursday, 06 June, 2024 @ 10:26 AM

@Cynicallia:

Thank you! The process is hard to figure out - yeah. When you have done standard texturing for a while, it becomes a limitation and next step is really not straight forward at all. Zbrush tried to solve this by having a 2.5d mode where you paint directly on a canvas with your sculpt, but its is so weird (imo) and niche it takes on a near cultist level of dedication to learn how to use it. Happy mistakes are far easier than doing what you intend on doing there :D

I realized after posting this it may have been a little too rough. Then I guess not every experiment to find that one pipeline that I want to use is a success, so it makes sense to show how a progression is made over time. 

Posted: Monday, 10 June, 2024 @ 02:16 AM
Rating: 5

I honestly have thought about delving into things like 3D model making, game design, and the like. I've even considered learning how to code to achieve that. Though, two issues usually get in the way of that for me. Time and money. Even then, I'm always unsure on which programs to try out and use. I'm not exactly an expert when it comes to this kind of stuff. 😅

Posted: Monday, 10 June, 2024 @ 03:33 PM

@Agondray:

My automatic answer would be "learn Blender" but it is more complicated than that depending on a multitude of things.

I think the shortest path is Unreal Engine and then Zbrush. Coding C++ in general is something outside of the scope of of most artists but also demanded if you want to do anything beyond a "simple" visual presentation.

Posted: Saturday, 22 June, 2024 @ 02:23 AM

@ragukokarn: Thanks for the recommendations! I might give it them a try if I find the time(and the nerve, lol) to experiment a little.

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