Modeling Hero Assets
- Caleb McCormick
- Apr 21, 2023
- 2 min read
Over the past couple of weeks, I have been working on mostly on modeling hero assets, mainly the Roc and the leg brace that the main character's brother uses.
I had to try a couple different methods to get a good start on the Roc model. Working just in ZBrush wasn't going very well, so I decided to pivot and start a simple base mesh in Maya. It took a couple tries to get a shape that worked well in Zbrush, but ultimately I ended up with something I liked. Then, I moved on to starting the head in ZBrush, which is most of what will need sculpting, along with the feet. The body will need the general shape however it will not need as much detail due to the amount of feathers that will be covering it.

[ID from Alt Text: A screenshot of ZBrush with a sculpt of a bearded vulture-like bird head without feathers or eyes, at a downward-angled view. It has a long neck and teeth growing from its beak. End ID]

[ID from Alt Text: The same ZBrush sculpt from above, at a three-quarters angle. End ID]

[ID from Alt Text: The same ZBrush sculpt as above, with a three-quarters view from the back. End ID]
The other item I was modeling was a leg brace. I also struggled with this one, for some reason I couldn't quite wrap my head around how it should all connect together and fit onto the leg. I had to find some more references of people wearing the same type of brace at various angles to put it together.

[ID from Alt Text: A three-quarters view of a modeled leg with a leg brace. There are two metal bands going all the way down the the leg. There are three bands, one at the top of the thigh, one just below the knee, and one at the ankle. End ID]

[ID from Alt Text: The same brace as above, but from the front view. End ID]
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