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devilbunny
06-26-04, 06:31 PM
This is my first ZBrush project, but feel free to be frank with any critiques. I am attempting to model a realistic female form.

This model is still linked to its ZSphere skeleton, it has not been converted to an Adaptive or Unified skin. Is there any reason not to stick with the ZSpheres? At this point, I am simply bumping up the Density setting for each level of editing. I like the idea of maintaining the flexibility to pose the model as long as I can.

http://anvil-studio.com/images/zbrush_figtest_062604.jpg

Thanks in advance for any suggestions - browsing this forum has shown me it is one of the most helpful and community-minded CG forums I have come across.

lovecrafty
06-27-04, 04:22 AM
Devilbunny,

It looks like a good start to me, the full figures I've worked with as zspheres tend to give me problems so I convert them to adaptive skins at the lowest poly setting, and then fix the problems and subdivide from there. Maybe someone else has had good success with a complex figure reposable using the zspheres? A good tutorial and zscript on this would be worthy of addition to the practical guide/manual in my opinion. Using morph targets seems to play into it to maintain the mesh integrity when moving parts around, but I run into problems when I adjust the mesh to exactly how I want it, and it freaks out when I switch to the zsphere view and back, a few points shifted to way out in space for example.
With regards to your model simple things I see that need fixing include the sternum sagging halfway down the chest, the clavicles meet the sternum just below the indention at the bottom of the neck. The lady seems bow armed, extra zspheres surrounding the elbow joint should fix that up. The calfs, heels and feet need adjustment, you can probably straighten that out in the zsphere model, but I haven't done any feet with toes to show ya.