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aurick
09-04-02, 01:24 PM
Many thanks to Paul for his hard work writing this tutorial! --aurick

<font color=#FFa000 size=4>
The Cartoon Female <font color=#FFffff size=3>by Paul Hitchenson </font></font><font color=#FFffff><font color=#f0f0f0>(A.K.A hitch2 )</font>
http://www2.zbrushcentral.com/zbc_uploads/user_image-1031169776iqb.jpg

This is a beginners run through on how I created my cartoon females.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1032059127bls.jpg

There is not much in the way of technical ‘Rocket Science’ in these works, but there are a few guidelines which have been passed on to me over time that I try to stick to.

I do preliminary sketches for all of my works, mostly because I like drawing, but also because, while I am drawing I can assess what exactly needs to be done when making the cg version.

These are Illustrations, not an animation so the modeling does not have to be absolutely perfect in all 360 degrees. What is not going to be seen anyway, doesn't need fine details.

These are comic book characters. The body proportions are grossly exaggerated. I try to disregard what I know is right for a human being and try to stick with what is right for the image.

If you are going for a sexy look you really have to follow the ‘less is more’ rule. Lots of time spent modelling details in the anatomy can look lumpy and ugly, so try to keep it smooth and simple.

I started off these work by going for a hunt on the Internet for various angles of the characters, mainly for the face. The main angles I need are a profile, front on and a ¾ view usually helps.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1031169982vmy.jpg

The Skull - When I finally got into ZBrush I started off with a large 2000 x 2000 canvas and I imported the three different view points of the face as textures, which I then applied to different planes and sat them flat against the background (flat shaded material for this). I do this because you can model the head by following the outlines of the pictures. Providing you have dots turned on in the prefs.)
<UL TYPE=SQUARE><LI>I start of with a sphere like most other zbrushers, and I use a 128 by 128 H&V division count.
<LI>I use the Y-gravity and XYZ-size deformations to make the basic form of the head.
<LI>The basic features (eye sockets, nose and lips) are pulled out with the edit tools. I have the x symmetry in the modifiers, symmetry menu, turned on.
<LI>The rest of the process is done by pulling and pushing the sphere to refine it into a head.
[/list]For Lips, I use Upham's method which is explained in detail at zbrush.cjb.net (http://zbrush.cjb.net). The basic steps involve:
<UL TYPE=SQUARE><LI>Make a hole with the edit tool, (Hold down alt to do this) (No.2of above pic)
<LI>Holding the control key, paint a mask around the mouth
<LI>In the selection pallet press inverse
<LI>In the Deformation menu press the divide button
<LI>Clear the mask and model lip details with edit tools
<LI>It can be a pain to get the lips close together, to make it easier mask one of the lips and move the other towards it.
[/list]That’s it for the skull. I save that as a z tool and make a new document in the size I want to ‘publish’ it at. I then make a new layer and place the skull in position.
<UL TYPE=SQUARE><LI>The eyelids are spheres. I use the flatten deformer to turn them into hemispheres. These are placed on the same layer as the skull.
<LI>Using the glow brush, (only z add turned on) I then fuse the eyelids to the skull
<LI>The ears are separate spheres that That have been flattened on the z plane and manipulated with the edit tools. That’s it for modeling the head.
[/list]

http://www2.zbrushcentral.com/zbc_uploads/user_image-1031170248fwv.jpg

The Body - I get asked about tips for the body a fair bit, and the main tip I can give is experiment. This is an outline of how I go about it.
<UL TYPE=SQUARE><LI>I Make a Sphere. I make the sphere a biscuit shape by use the z size deformer.
<LI>The Y gravity deformer is used to make an upside down triangle shape
<LI>I with z add on I make a lump for the neck and two lumps for the breasts
<LI>With x symmetry on I pull out two hips and a crouch.
[/list]This creates the basic body shape. There is a lot of refining involved which I won’t go into detail with. Its really about experimenting till you get the desired shape. If you want cleavage you can create it by masking the breasts, inverting the selection, and applying inflate. This is easier than trying to pull the two together manually, but it does distort the rest of the breasts so you have to fix that up.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1031170370tfx.jpg

Limbs - The limbs I create are little more than spheres, deformed into cigar shapes. Subtle muscles are added and all the limbs are fused together with the glow brush. Fingers are the same deal, and hands are rounded rectangular prisms.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1031170428upm.jpg

Hair - This method was developed by EZ.
<UL TYPE=SQUARE><LI>Select sphere tool
<LI>In Selection menu - Mask all
<LI>Selection menu, Sel -1 or -2
<LI>Press col
<LI>Deformation inflate -10
[/list]You then mould the sphere around the head. The more you play with this the better because it develops lots of waves in the hair.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1031170541twr.jpg

Clothing
Jessica - The dress was made with deformed planes ( Southerns method, see above ). To make wrinkles I used the edit tool to make lumps in the plane and then the used the move tool to squish the lumps together.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1031170621bpz.jpg

Abbey - Abbey's clothes are mostly painted onto the body, the ring tool was used to create seams and cuffs and the smudge tool made wrinkles.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1031170674zco.jpg

Natalia - The bikini was made with deformed planes and the fur coat was made with cylinders, using the method I described with Jessica’s dress. The Fur trimmings were made with cylinders. I then used the simple brush with z add off, and painted different alphas with different shades of grey to paint blotches on the trimmings. I then went over the trimmings with the fibre brush in ‘back colour’ mode. To finish off the fur I did some post smudging work.

Painting and MaterialsThese Illustrations are mostly flat colour. Before I put any colour on, I position all of the pieces of the composition. The skin is a flat colour with some highlighter brush added, and a basic material with specular levels turned down.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1031170776cmf.jpg

Lips are the same material, but with the specular level at a high value (Adman's wet lips technique, see above pic).

Clothing - Jessica’s dress was a basic metal material with the diffuse levels raised and some noise added. Abbey and Natalia’s clothes were material 42 in the material pack, with the s1 intensity turned right down.

Last but not least, lighting. I usually model the lighting to bring out the eyes as much as possible.

Modeling summary:

http://www2.zbrushcentral.com/zbc_uploads/user_image-1031170903cat.jpg
http://www2.zbrushcentral.com/zbc_uploads/user_image-1031170936dul.jpg
http://www2.zbrushcentral.com/zbc_uploads/user_image-1031170971zgn.jpg

* Please note that all of these images were created using version 1.23b, before the introduction of the ZSpheres and other tools available in version 1.51. The tutorial reflects this fact. Please feel free to use this tutorial as a guideline for experimenting with your own techniques in version 1.51!

Gerlon
09-04-02, 01:29 PM
Wow... :D :D :D

Mr Z
09-04-02, 01:45 PM
OMG, sooo beautiful Matthew!

Are any of those girls available for a date? :D

Truly inspiring work!

- Shane

Stonecutter
09-04-02, 01:46 PM
The best step-by-step I've ever seen posted here...Thanks for all the time you generously put into this, the great information, and the wonderful illustrations!

:tu: :tu: :tu: :tu: :tu: :tu: :tu:

09-04-02, 01:52 PM
looks good aurick and it looks like you did your home work :tu:

robotalk
09-04-02, 01:54 PM
Wonderful stuff !!! :D :tu: :tu: :tu: :tu: :tu: :D

[ Vincent ]
09-04-02, 01:54 PM
Oh my God!!!
When I will make a work like this???
Very very beautiful!

Thanks for the best step-by-step.
:tu: :tu: :tu:

rhom
09-04-02, 01:55 PM
Pretty incredible!

DLee
09-04-02, 02:05 PM
Thank you, Thank you. This is super info. Going to print out AND bookmark ~G~

Did I say thanks?

Thanks.

JimMcKnew
09-04-02, 02:18 PM
Definitely printout material. oh, my poor ink cartridge budget this month. :) Jim

aurick
09-04-02, 02:30 PM
Don't thank me! I just put it into HTML on ZBC for you. Paul was the one who wrote this tutorial and created all the fine illustrations. He deserves all the credit!

MrBraun
09-04-02, 03:17 PM
Tnx for sharing!!! Good work Aurick for the HTML and Paul for the tutorial!!! :D :tu:

tishinina
09-04-02, 04:54 PM
This is great! (my figures are nothing like them :eek: Hmmm...) This is very helpful! Thank you. Maybe I can make my cartoon characters look as good as that. lol! :tu: :tu: :tu: Great job Paul!!! And aurick :)

wenna
09-04-02, 05:25 PM
thanks Paul and aurick!! definitely one for the quick links.. :D

JOHNVQ3
09-04-02, 06:02 PM
:) Very nice , and a great educational script :tu: :tu: :tu:

Tag
09-04-02, 06:11 PM
Viewing these images the first time was a joy! Seeing so much behind the scenes is amazing. Thanks so much for taking the time to put these together :tu: :tu:

MikeHart
09-04-02, 10:51 PM
faint !!

"DOCTOR!!!! We need a doctor!!! Michael! breath... breath..."

Back to life, Paul great tutorial. Made me speechless.

DMerchen
09-05-02, 06:29 AM
I love to look at the work behind the finished illustration, and this is an excellent example of that! Thanks for the insight, and the great illustrations! :tu:

[ Vincent ]
09-05-02, 08:07 AM
:b3: Who is Paul Hitchenson?
:b4: I need to know more about your work. I really love this style.
:b3: He has a web site?

DM
09-05-02, 09:09 AM
Thanks for your work on this Paul, it really is first class. :tu: :tu: :tu: :tu:
Dave

Bastard76
09-05-02, 02:58 PM
Thanks a lot Paul. It is very nice of you
to share your techniques with everybody.
Your workflow inspired me to a practic style.
:)

Flycatcher
09-05-02, 04:13 PM
Thanks for the step-by-step, Paul; it's a work of art in itself. Sadly I know it will never enable me to achieve the sort of results you do, but it's nonetheless fascinating to see the way a master works.
:tu: :tu:

Nemo
09-05-02, 11:01 PM
Thank you Paul for doing this tutorial - it is very much appreciated.

:tu: :tu:

Q-qeo
09-06-02, 01:57 PM
Many thanks :eek: :eek: :eek:

hitch
09-07-02, 06:23 PM
Thank you all very much for the kind replies, and thank you aurick for putting the html together. I hope it has helped some of you out, even if it is out of date ::

lildragon
09-11-02, 06:45 AM
THis is very nicely done hitch :tu: I've posted both on cgtalk.com and 3dfestival.com excellent work...

salud,

juandel
09-11-02, 08:47 AM
wow - greatest 3d-pinup-art genuinly explained - thanks for that load of tips, hitch, and for the beautifullious layout, aurick! :tu: :tu: :tu: :tu:

- juandel

Downwrdspiral
09-15-02, 01:16 AM
Simply Amazing!

DeeVee
09-16-02, 07:55 AM
Very well done. You are a master collaborator Aurick. You have a way with putting things others have done into a very nicely flowing package.
Thanks Paul for your hard work. It is nice to see you get credit for your efforts. I am happy to see that Aurick gave you the credit to deserve.
I think you two make an excallent team,
Congratulations to both of you.
Looking forward to the next joint effort.
DeeVee,
Joe

Frenchy Pilou
10-20-02, 11:52 PM
Hi White
Fistly : you can easy with Zbrush to colorise your model like a comic's (2D or 2.5D)
Secondly : for a 3D Modele only with Zbrush you can also but you need some practical and exercices before :)
Third : A more easy way : import a Poser Model !
Pilou

EDrake
12-06-04, 09:02 PM
You said you modeled these from a 2D picture? Can you explain how you did that or post a tutorial on this? I really want to learn how to that and can't find anything about it... you're the first i've read that came close to what i'm looking for.... thanks.

EDrake
12-06-04, 09:08 PM
How do you create multiple 3D object and put them all together? I know how to model (SOMEWHAT...LOL) but I want to know how to put them together. Like if I have 3 different 3D objects, how do I make them 1?

hitch
12-18-04, 06:11 PM
hi edrake sorry for the lateness of my reply, I have not been checking the forum as much as i should lately

note: I made this tutorial with version 1.2 or something like that and I haven't used this techniques for a number of years now, You can now make the entire model out of one zphere model, and you can use millions of polygons instead of the small number that was used to create these, also If you don't like the pose or position of your character, you can change it with a zsphere model, I would recomend downloading the practical manual, the tutorials in it are fantastic, I had been using zb for longer than most and I still learnt a whole heap by reading it,


however, in answer to your questions, what i meant by modelling from a 2d picture is that I choose a picture that i want to make into a 3d picture, and then I make a new layer in my zb document and fill the layer with the picture, I then make a new layer and make shapes that fit into the form of the female.
how i make multiple shapes into one: If i am making say, a leg out of two spheres, I will make the thigh with as much detal as I can, then just snapshot it to the canvas, after that I make a new sphere for the lower half of the leg and model that to fit the lower half of the leg as best as i can, I then position it next to the upper half of the leg so it fits as seamlessly as possible, I then use the smudge and glow tools to elimate any seams,


I hope this helps, if you need any assistance at all just send me a pm

Betomelo
10-11-05, 07:31 PM
Excellent tutorial, you this of congratulations!! would like to do a question: After modeling all that separate pieces one of the other, as, please, for the love and God, it is possible to unite them, no matter how much I try, I don't get to work with more than a piece in Zbrush. Please a help? Thank you!!

hitch
10-13-05, 12:38 AM
If you are talking about linking up multiple meshes into one tool to place anywhere on the canvas then the marker tool is your best bet. marcus_civis (member.php?u=20323)
made an awesome plugin for this,
http://www.zbrushcentral.com/zbc/showthread.php?t=28718&highlight=markers

hope this helps, oh you can also insert meshes into zsphere objects, forgotten exactly how to do it (if any knows please post), you get better blending this way i think

hitch
10-13-05, 12:46 AM
almost forgot, older method of unifying meshes, but effective, by Ken Brilliant

http://www.zbrushcentral.com/zbc/showthread.php?t=3268

Betomelo
10-16-05, 11:04 AM
Hello Hitch,

Thank you, thank you very much!! Your help is of great value for me, now it is only to study!! Hugs!!

pjalbert
10-24-05, 03:50 PM
awesome

Syphorlate
05-06-07, 10:39 AM
I know that the thread is something like 3 years old but I used this tutorial to create a similar character. I am using zbrush(2) since a week or something so I still have to learn a lot(especially about the projection master and some other things).I really have some problems to get the girl textured. And don't know how to setup lighting & everything to get a better imagequality.

So I just wanted to thank you again for the tutorial. And I want to show what
I have done so far although it is not yet done.

hitch
05-09-07, 11:23 AM
Thats a nice start another level in the sub d around the chest to smooth things out. make sure you go through the stickys at the top of this forum and if you are looking for texturing tips, marcel has some great stuff (http://www.zbrushcentral.com/zbc/showthread.php?t=044410) go through his posts, there are alot of them, but he has left quite a few gems...if you plan to finish the piece in zb i would say to try to finish modelling completly before you start texturing, if you get to the stage where the model is suggesting the texture then the materials process will be much less of a hassle for you, That being said, you don't have to model every wrinkle and every strand of hair, just enough to suggest the texture, also make sure you've got plenty of reference around, anatomy books, comics, training dvds, if nothing else they should get you excited to keep working but the most important thing is to keep at it, and keep posting your work, i can't wait to see the next post

(member.php?u=83955)

Syphorlate
05-11-07, 03:08 PM
oh yeah thank you! :)

and thanks for advices and all. yes texturing after the modell is completely done is of course better. but I am always so curious about how a part if it is finished will look like that I texture it again and again and again ;-)

now I have some kind of final result(attached image). But I am not yet satisfied so I will try to apply a more realistic look and add some finer details.

chick-illustration_small.jpg

Frenchy Pilou
05-12-07, 06:27 AM
...skin ! :D

highlander_72
05-12-07, 07:20 AM
Oh la la! :D

shady.b
05-13-07, 04:42 AM
nice work

Syphorlate
05-13-07, 08:22 AM
thank you very kind of but there's still much to improve... detail of the eyes... bad smoothing and so on(too bad that zbrush does only support flat shading so that you always need an extremely high polycount to get a smoothed result...)

okay I tried to make the skin and the face more realisticly but I am still not satisfied.I have still so so so much to learn... check it out:
artwork.jpg