I'm just playing around, not trying to be accurate, more like a caricature. Practicing on imagination and speed. I guess I need to keep working on it.
Last edited by nicksc; 02-10-12 at 04:57 PM.
Originally Posted by nicksc
That is a nice mannequin. In ZB you could also try replacing the connector meshes of the existing mannequin with your own, or make your own mannequin from scratch using your meshes (though they might need to be optimised for poly count first). See here for how http://www.pixologic.com/docs/index....fferent_meshes
Last edited by nicksc; 02-25-12 at 05:13 PM.
Last edited by nicksc; 02-25-12 at 05:14 PM.
very nice sculpt
Last edited by nicksc; 03-28-12 at 09:18 AM.
Critique this sculpt
Hi everybody. Working on a project that could bring some great opportunity for me. So I would really appreciate if everyone would critique this sculpt.
I already commented it on the other forum.
Just wondering, did you use sculptris for this? It looks like. At least at some basic point.
GoZ links the two apps well, but IMO, pixologic should bring the whole Sc code into zbrush. Bad from a freeapp perspective but at least, we could see some important acceleration on performance.
Dynamesh is good for sketching, but not that good. We need density in some certain areas, we can go up to million faces under dynamesh but this doesn't make things easier. A decimation in messed up areas is always the best solution to start over. Decimating the whole mesh isn't a good solution at all.
made with sculpturis
Yes it was made with sculpturis. Saw your work in blender, awesome!!! You need to create a sight like the blenderguru.com It would be a big help to all of us if you made video tuts for blender. We need people like you. Just think about it.
Very nice as usual.
The only thing that doesn't convince me completely is the way you simplified the hair in some areas, it seems a little inconsistent given the attention to realism you gave to the cloth, the flower and the lips.
Other than that I have nothing to say, you clearly know what you're doing.
Just out of curiosity, in some areas the hair seem to be part of the body. Did you fused two objects with a boolean in another software or it's just a single object sculpted out from a primitive?
I'd also like to see some tutorial from Michalis, I really like his style and the quality of his renders.
Last edited by hi2all; 03-04-13 at 05:42 PM.
hi2all do you have any examples of hair that could help. I fell the same way. or should I try to make it as real as I can. Yes I did combined parts, made it in sculptris and dinamesh it in zbrush.
Last edited by nicksc; 03-04-13 at 07:54 PM.
Of course it depends on how you feel about it, but I think that you don't need to go overboard either.
I like the way the hair separates behind the left ear, a little less the forward strands and the central separation that gives a "symmetrical" feel, I don't know how to put it correctly, I hope you get what I mean.
You added some fine details on some areas leaving other with an unfinished feel, which in my opinion works quite well.
I think you could use a similar approach to maintain consistency with the style you used till now, giving more crispness in the separation between big strands of hair to better suggest movement and making it less like a "melting" feel.
As for the examples, as usual Philippe Faraut is a good reference
Seb Zar is also quite interesting
Last edited by hi2all; 03-05-13 at 05:36 AM.