I am going to be starting a sketchbook with my personal work and school work from Gnomon. Feel free to comment, hope you enjoy.
No one post so I do.
First of all. You can post all images in one post.
I don't know what then talking about in Gnomon tutorials but you can take my words as errata.
Skull is best because is most educational for you. Most of new zbrush users don't practice it right way of progress and make human-like-aliens-monsters without any kind of feeling and vibe. Of course it's still good if all they want from their work is fun of sculpting. But they sometime realize they don't have basics and can't show others that they have in mind.
If you want to get beter and grow I suggest to make more things from reality like skull u did. Abillity to make good looking and anatomy correct humans or animals is important. Not only for makeing humans and animals again and again. Someday when you start to sculpt fantasy monster you realize that best looking works of design masters are strongly based on things that we already have in our minds. Anatomy, emotions, proportions, manhood or womanhood, age. Our brains undarstand all of this beside edge of our awareness. In fantasy monsters too! They are always image of humans cause we are their creators.
As I can see on last image you are quite good at this intuitional feeling and i decide to post couse of this. My suggestion: Find tons on reference images and then make more things like skull od human study. If you practise in good direction you can be better. Keep going!
Sorry for my english. ;P
In looking at the skull, you have couple of really nice details that a lot of people miss like that the parietal eminance is the widest part of the skull and a good general shape of the maxilla and these are really important "boundaries" or "markers" for later when you add in the muscles. There are a couple of areas that you may want to double check against reference: specifically as a general rule, the skull, when viewed from the side, fits inside a square and it seems very much like you have the chin/mental protuberance going very far down and at a very steep angle and long length comparitive to the tempero-mandibular joint and ramus of the mandible, you may also want to check how large the temporal fossa is relative to skull size and how it interacts with the zygomatic process since the temporalis does some interesting things to the shape of the head. (Sorry about all the medical terminology but when I was at Gnomon as a student, Scott Spencer drilled it into us to make it easier to look at work and communicate in a precise way).
BTW, who's your instructor for ZB at Gnomon? Mine were Ryan, Meats and Scott but I don't know whose teaching right now. That's the one thing I miss about moving from Los Angeles is not having access to Gnomon (I lived within walking distance).
You have a really nice beginning here so please keep working on it, the base points are there and now it's really just the "tweak" stage that you're working on. Good luck!
Poniu: Thank you for the advice. Your absolutely right about the models from real life. They seem to be the ones that are more critical because the average person has something to base their critique off of.
Johannes: Your going to make me have to look all that up man, haha. I am currently in intro to Zbrush with Eric Keller. He is starting us off with a skull sculpt to get fimiliar with the tools. I am somewhat self taught with Zbrush, so im not a complete noob, however, this will be my first formal class on the program. I will be taking the anatomy course with Ryan in the Fall so Im sure we will be going into more of the specifics of the skull anatomy amoung other areas of course. You were quite lucky to have lived so close. I have to commute about 1 hour each way, but its worth it.
Thanks for the comments guys, i should have more stuff up soon.
Here is another version of a human skull. This time we used reference within Zbrush and subdivided certain areas like the eye sockets with edge loops. Different approach similar look, but the geometry is more organized and i did have more detail for areas like the teeth.
Started modeling an M16a2 last night in Maya. Once I am happy with the detail there, Ill attempt my first inorganic model within Zbrush.
Here is a new character idea of mine from an original sketch by Marshall Vandruff. I altered the side image slightly and drew the front. Ill be roughing in the model in Maya and detailing it in zbrush. Ill try and post as often as possible to get some feedback as i work.
Hey Tim. This is Rafael Duffie from ZBrush class at Gnomon. Nice work bro!! Check out my thread and give me some feedback. and spread the word for me... I don't really know how to use ZBrush Central so I haven't gotten any replies to my thread...
Over the weekend I learned how to create color, normal, and displacement maps within Zbrush. This is my first attempt at rendering a normal map within Maya. I think its decent but there are areas that a displacement map would help out. I created a displacement map but every attempt render with the displacement map crashes Maya or ends up in a balloon looking character. Any thought, tips or tricks to settings of the node?