To those of you creating characters/items using Zbrush, a few things 1st.
1.
. Before you start a new creature, think about talking to the OTHER character/3d/2d artists first.
Perhaps another dev has started working on something similar, or has some vital textures/zbrush files that can help!
Artists:
Eloth - Tech Artist + All rounder
Uses: 3dsmax 2012, Photoshop, Nifskope, CK
Ravanna -Character Artist
Uses: 3dsmax 2013, Zbrush, Photoshop, xnormal, mudbox.
Kurasaki -Character Artist
Uses: 3dsmax 2013, Zbrush, Photoshop, xnormal, mudbox.
AlexB (my lil' savior) - Charafcter + Tech Artist
uses: 3dsmax, Zbrush, Nifskope, CK
thegreatgamecreator -Weapons/prop artist
uses: 3dsmax 2010, zbrush, photoshop, xnormal
others/newbies:
- Sheepdog - Zbrush
-
Shushine - Zbrush
tommythegun - Blender, 3dsmax, zbrush
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TO BE UPDATED:
Expansion on HapChap's spreadsheet.
https://docs.google.com/spreadsheet/ccc?key=0Ak47hNl7kfMwdERfT1I2ZlF2UWsxcE5tZ2thb0dXWnc&usp=sharing
notepad version:
https://www.dropbox.com/s/bhgv3o4k7h13ovk/creaturelist.txt
Check that someone else hasnt already done the creature you're working on, or something related.
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#2. DO YOU HAVE 3dsMAX or PHOTOSHOP? Even if you successfully create a Zbrush shape and the quality is acceptable, it has to go through many other stages before we can even test it ingame.
Dont open up zbrush for the 1st time, spit out a low quality 4 million poly model, and say "FINISHED"!
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#3. Limitations. We dont have access to the stuff Zenimax did, nor the studio of 120 professional game design veterans. Whilst we *MAY* have a way of creating new unique creatures, its not efficient use of time.
Below is a list of silhouettes/videos of current skyrim characters.
Study the morrowind creature, then decide which current skyrim animal most resembles it in shape, form, function, and animation.
Ask others the same.
Once agreed, get your hands on the model from skyrim, and work around it.
(import into zbrush, work around the shape)
Talk to other artists on the forums, state the creature you're starting, and CONCEPT it.
This isnt 1998, skyrim is a pretty nice engine. The original morrowind team was small, and working with a very old limited engine. DO you think the cliff racer would look the same if envisioned for the 1st time now? Nope.
Dont worry if u cant draw too well, just communicate your ideas.
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4. BASICS.
If you can't model simple things like a human face, you#re going to have a bad time.
Start with these sites for practicing anatomy, and base any humanoid on a zbrush project you find installed already. I will soon upload models/textures to make things go smoothly.
http://www.anatomy4sculptors.com/?menu=10
http://pinterest.com/cbcanga/human-anatomy/
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download this file, its a dunmer zbrush model and a skin texture.
if you model a biped, base it on this to begin with:
https://www.dropbox.com/s/o7hcthnon765kj4/DUNMER.rar
also, this file has skin textures and detail alphas you can use in zbrush.
https://dl.dropboxusercontent.com/u/33409411/Textures.rar
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Even if you're creating a monster/animal, its still very much based on our muscles/skeletons.
Improve on human anatomy, you'll improve with all creatures
If you're a self confessed n00b, be patient, this shit takes years to master.
*image and thread WIP
needs lots of more info and updating.

good rav! Also guys, try to
good rav! Also guys, try to model around a Skyrim mesh when creating characters! ill upload a set of OBJ that you can import into Zbrsuh, then you can model a new subtool around it. dont try to modify existing objs i upload cause of double verts. its not a pretty thing! just make a new subtool!