View Full Version : Sofocle Head
profane
02-25-07, 05:02 AM
Hi guys and girls.
This is my latest job in zbrush.
The main mesh block was made in maya,then I moved to Zbrush where I created all the details you see.Hope you like it
profane
02-26-07, 09:30 AM
not even a crit?:rolleyes:
Mahlikus The Black
02-26-07, 09:39 AM
Nicely done. I would fix the symetry on the eyes and touch up the mouth but regardless, its quick wonderful.
profane
02-26-07, 09:46 AM
thanks...I will do that
Profane,
Not sure what your character is being protrayed as, though, it appears he's a older man. Generally depending what this mans frame is going to be like.. and how frail you want him to look you could consider at the base of the head to make the neck a lil more narrow and sag the neck skin more. However, its just to hard to say much more without knowing where your going to take this project and how his frame will play out. I'd also soften the wrinkles up that flow from the cheeks and around the mouth they have a bit of a "puppet" feel to them reminds me a lil of a ventriloquist doll. You show nice sculpt skills so I'm sure it'll turn out well done! :tu: Will be looking for updates, keep working hard.
Mahlikus The Black
02-26-07, 10:39 AM
Lol that reminds me too. Your ears still grow with age. Weird right. That's another thing to look into. I know this seems rough but critique usually is. I will say that the sculpting is well done and its coming along very well. Just remember to not get excited to finish. First the major mesh modeling and proportions are done. Then, basic structure modeling and refinement. Then down to wrinlkes and finally pores at the end. Just like a traditional sculptor...alway work from large to small. Would like to take a look at the wires.
MTB
profane
02-26-07, 03:31 PM
thanks for your crits i really appreciate them.this is the wire..as you can see there's not a particular topology going on there..it's just a main block...a very rough shape.I know it's not the best,but I wanted to create a quick model without paying too much attention at texturing\animation
abuminalis
02-26-07, 04:43 PM
Nice head.
Mahlikus The Black
02-27-07, 12:10 AM
Because of the mesh topology, you might bump into problems if you haven't aleady. You could have added some quick edgelooping to help.
Here is a sample adding edgeloops to help the mesh.
http://www.zbrushcentral.com/zbc/attachment.php?attachmentid=37949
It might seem like alot of work or even wasted time but its worth it in the end. Good news is, with the new version, you don't have to worry about working linear anymore. You can make a better looped mesh later.
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