![]() I rendered the Ammut using Keyshot, which is great at handling very heavy objects (the Ammut was around 130millions points!) like they’re nothing, and you can export your object in one click thanks to the Zbrush-Keyshot bridge. Here’s what the Ammut looks like posed and with the small diorama! I also took the opportunity to sculpt some shapes again, like muscles for example.įor the terrain, I used some previous assets that were done for OnePageRules, moving, cutting and combining subtools to get the result I wanted. After that, I still had to clean some areas that got messed up by the Transpose Master. When I was done, I clicked the Tpose | SubT button to apply the pose to my working scene. As I didn’t have an environment to pose my Ammut in, I used basic shapes like cubes to simulate the big pillar/obelisk and the rocks/dunes he is standing on. That said, I started working on the pose, matching the one that was given to me with the concept. It is highly recommended to be using subdivision levels for this, as the Transpose Master goes for the lowest subdivision available! So avoid having super heavy dynameshed subtools, as this will slow your scene and make things harder to deform. Once again, I used the Move, Claybuildup and DamStandard as my main brushes to create the different muscle groups as well as the Standard, Orb_Cracks2 and Slash2 brushes for the secondary and some tertiary shapes, like the skin folds and the claws, nails, teeth and tongue details.īy hitting the TPoseMesh button, Zbrush merges all your visible subtools into one single file and in a separate scene, with each object as a different polygroup. To get some of my details back, I project the Zremeshed object onto the Dynamesh one. Instead, I duplicate my subtool and Zremesh it, making the topology cleaner and allowing me to use Subdivision levels. ![]() The goal was to make the Ammut look believable and match the anatomy of the existing animals it’s made of, while also having logical transitions.Īt this point, I usually stop using Dynamesh. I started refining the anatomy, working first on the primary shapes and making sure to check the references that I gathered on PureRef for the different animals. That way, I can have more control over each individual part, allowing me to isolate them for more comfort, and to avoid having one single heavy mesh. The blockout went into multiple iterations, where I started by working on the anatomy of the Ammut, then adding armor later on.ĭuring the blockout, I made sure to have all my different parts separate as their own subtools. DamStandard was also a useful brush to carve some early details and define muscle groups. I mainly used the Move and ClayBuildup brushes, the former to be able to quickly move topology around and the latter to sculpt some rough shapes. I then gradually increase that Dynamesh resolution, in order to create more refined details. In general, I use Dynamesh on a lower setting, as it allows me to focus on sculpting big shapes first without worrying too much about topology. I started blocking out the body of the using spheres that I placed and moved around, using the concept art as a guide to see where each element had to go and to keep the general proportions.īlockout is a crucial step in your workflow and it shouldn’t be overlooked, as it allows you to have a feel of the silhouette and shapes without wasting too much time and effort on details. That way I’d make sure that everything was right and avoid bad surprises later on. In addition, I also gathered some images of some previous OnePageRules models to try to match the general style.īefore starting to work on the Ammut, I had to make sure it was sized correctly, as the sculpt had to be 360mm long from head to tail, so I created a box in Maya that fit these measurements and imported it in Zbrush. I added some elements that could be useful for the different armor parts and decorations, like Egyptian props and hieroglyphs.įinally, I had some images from multiple 3D sculptors that I used as inspiration and as the level of quality I wanted to achieve. ![]() Knowing that I started gathering enough lion, hippo and crocodile references to be able to understand how their bodywork, before mixing them into what will become the Ammut. In Egyptian mythology, the goddess Ammut was described as having the head of a Nile crocodile, the front legs and body of a lion and the back legs of a hippopotamus, three of the biggest predators in ancient Egypt. I also like to do some research about the character or creature I am about to work on. ![]() Like a lot of artists, I like to use PureRef for that, which is free to download and super easy to use. Before working on any project, I gather as many references as I can to have a solid base on which I can start sculpting my character/creature.
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