1. #1
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    Default Oofnish's polysphere torture and other sketches / wips (Nudity...)

    Hello everyone, I've been a long time follower and admirer here, and have finally decided to start my own book of sketches and other Zbrush attempts. Please feel free to comment and criticize; I always greatly appreciate any help from the fine artists here! I'd also like to thank everyone for showing their work here; its an amazing place to learn and get inspiration!

    First, a quick (hour or so ) sketch from the default polysphere, done at work where my tablet is nowhere to be found
    m_head_01.JPG

    Another view -- plus a quick, somewhat more detailed version.
    m_head_02.JPG

    Next, a heavily modified version of super average man -- not all that average anymore, and... not a man. I currently plan on taking this one further, but as it was my first real zbrush effort, there are tons of annoying problems. Also, I've stared at it so long that I don't think I'm seeing the problems anymore, any nitpicks would be greatly appreciated!
    f_figure_01.JPG

    Face of the previous model, and a view of the most vexing issue (right side). I must have had some polys masked when hitting the divide button . Didn't notice it until I had spent a good amount of effort that I'd hate to lose by starting over. Fortunately, Retopology no longer crashes for me in 3.5, so perhaps I can fix it that way. Need to retopo the model anyway I suppose -- the poles are giving her horns
    f_figure_02.JPG

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    Hey everyone, forgot about this sketchbook! I thought I'd dredge it up and toss a new sketch in here, comments welcome of course.
    This is a quick sketch to test out a new zsphere figure retopo in progress. The Zbrush based retopology tools are fairly basic, but functional. The best thing about it is the ability to topologize a segment, and then immediately sculpt on the adaptive skin to make sure the topology can handle what you're planning on throwing at it!
    adeleSketchBust.jpg

    Closer view on face. The irises are weird thanks to parallax. I draw the irises on the back of the eye-sockets while I sketch to get a better feel for the shape of the eyes. Not perfect, but easier than having to constantly shift eye-sphere's all over the place
    adeleSketchBustHead.jpg

    And, a bit of fun with hard surface illusion ..
    adeleSketchBustMask.jpg

    Thanks for looking, all comments are welcome !

    -Oof
    adeleSketchBustThumb.jpg

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    Some more progress on the now more or less retopo'd body, changed the face entirely, and started a bottom layer of armor. Comments are greatly appreciated -- hope to find out what's wrong before I go much further here!

    adelepost.jpg

    adelepost2.jpg

    Thanks for looking!
    -- Oof

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    She's got a great looking face. Love the eyes and armor too.

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    Wow she's cute! She already has such a fantastic feel to her, I'm sure this will turn out fantastic!
    I might recommend separating the armor into its own mesh. (If you dont want to lose what you've already done, clone her mesh and delete out the 'skin' polys. Then just push the 'armor' areas on the original mesh back toward her actual figure.)

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    I would like to see her topology, because thats really the only thing I'd be able
    to hassle you about, but since your going to retop her again and you sculpted
    the armour on her body, topology isn't that important. She has a dreamy face,
    and its very nicely done. From the thumbnail I thought you were Hazardous.
    Divide by Zero

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    Womball -- Thanks for the kind words, glad you like it

    slangford -- Thank you. Definitely planning on separating the armor to its own mesh(-es). Not only is it punishing the polygon resolution, but it needs a lot more volume to not look like its painted on My method will probably be to use the retopo tools to build the armor pieces, and then project the details back on. However, planning on trying this in a real-time environment, so keeping this on the mesh will assist with creating a normal map, I hope.

    SadamHu -- Your wish is my command, hassle away. About 10k points at subdivision 2 (pictured), so a little heavy for a real time mesh, but for the initial topo, I was more concerned with keeping the mesh regular to support polypaint and detail sculpting. Once maps are made, it will be a simple process to remove extraneous edge loops in a program that doesn't eradicate UVs when merging polygons. I'm being careful to preserve the original mesh Btw, flattered by the comparison to Hazardous, I always enjoy seeing his work.

    adeletopo.jpg

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    The first that came into my mind when I saw her face was Justin Bieber. But she's cute, and I guess she doesnt sing baby, baby, baby, oh ^_^.

    I like the color theme you have going on, gold/white/milky.

    Looking forward to see the armor done.
    "It's never too late to learn a new skill" - Lex Luthor

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    She's coming out nicely. Cute face.

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    So cute!! Very nice sculpt.
    Love your material too! which one are you using? would you share??

    can't wait to see more!

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    Nice model... lots of character.
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    This is just a suggestion for the next topology you do. Since you end up
    making heaps of these . Collect heaps of these wireframes, for your ref
    folder. Plan out how your going to do the next one.

    I can't wait to see where you take her.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    Divide by Zero

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    VictorCS -- Perhaps you've been listening to too much Bieber. I had to look him up to see who he was But I suppose I can see the resemblance, that fellow looks rather girly! Thanks for the kind words, I hope it turns out well, having trouble coming up with a good design for the lower abdomen area currently.

    Derek -- Thanks!

    leisiulong -- Thank you, the material isn't really anything special, just a double shader based on skinshade4 I think, with a modified specular curve. In any case, if it helps, it is attached.

    bisenberger -- Thank you

    SadamHu -- Thanks for the suggestions! Some of those areas I did intentionally to try out different topology. The breast area for instance -- I have often found that putting a sphere pole where a nipple would normally be adds to sculpting difficulty when trying to create an even smooth surface over the whole thing. Also the belly area was one place I wanted to create a very regular vertical topology to support vertical and horizontal detail at lower resolution.
    Other areas are a big help though. I have a hard time getting a topology for the butt and thighs that I'm happy with, and I think Nwargasm's example might be a great thing to study. Thanks again for the time you took to whip up that example pic!
    Attached Files Attached Files

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    Default Dragon Sketch

    Because no sketchbook containing armored girls is complete without a dragon, I started a sketch of one this afternoon! It's related peripherally to the girl in armor above -- but sadly she won't be riding it.

    Please let me know what you think!

    Dragon.jpg

    -Oof

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    Thanks Oofnish!! Indeed, the material was pretty simple no I saw it... you're a genius !!
    Very good start for the dragon!

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