ZBrushCentral

Character Portrait

This is Hugh The Hand, a character from the excellent book series, The Death Gate Cycle. This is how I picture him to look like. He’s my second head model in Zbrush, base model done in Blender, and I used zapplink in Photoshop for some texture work.

I think overall it came out good. I’m still learning a lot of things in Zbrush. The model isn’t 100% how I’d like it to be for a finished piece, but I think I just need more practice to learn the material controls better, the lighting and rendering…all 3 of those things I’m completely new to. I’m used to doing low poly game models with only a diffuse texture and no lighting whatsoever :smiley:

I think I did well on the modeling, I didn’t want to get into small details like pores or anything, I wanted to leave that to the texture. The texturing was hard as I never used photos before combined with painting(usually I just do all painting). So it was quite a challenge. I wasn’t shooting for 100% realism, but more of a stylized look. Basically I just wanted him to look like Hugh, and to look good :slight_smile: I’m not sure I achieved that however…I don’t want it to look like it’s supposed to be photo-real, but falls short and is obvious. At any rate I’ve been working/staring at it for too long now so I need a break. But the piece is finished at any rate, and I learned a lot from it :slight_smile:

Anyway, I’d like your input on it, to tell me areas I could approve on. Thanks :slight_smile:

hugh1.jpg
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Attachments

hugh_model_final.jpg

hugh2.jpg

hey roja…

that a nice model there… the face especialy… the only crit, is in the neck and shoulder area… i think the adams apple is too high, and also under the chin going into the sternocleidomastoid muscle, the ones that rund from just behind the jaw to the collar bone, seems akward.

good job though! :+1:

Thanks for the reply & spotting that, I appreciate it :slight_smile:

I will take a look at more reference images and fix that neck!

Ok I fixed the neck, I think it’s alright now. I also added onto it a bit as well…made some new edge loops. However I encountered a problem…
I am using GUV tiles for the texture, and when I added onto the mesh, those areas became stretched-the UV’s. Of course I don’t want that, is there anyway to remap it without totally starting new with the texture? I pressed GUV tiles again and it re calculated all the UV’s so the texture would be messed up. Is there anythign I can do?

Also…another question…when you use the smooth tool, it smooths the internal polygons-not the edges of the mesh. Is there any way to smooth the edges besdies individually moving the vertices into position?

[hugh_model_final.jpg]


I worked some more on this guy…because he just didnt’ fully look like how I pictured the character. He needed to be older, some gray hairs, black hair, darker skin tone…so this is the final result. Now I’m happy with it. I think I could have done a bit better with the hair strands, mostly all of them are hand painted, it was hard to get it to look natural, but it doesn’t look bad I think.

oh and for the record…base mesh done in Blender, and the hair strands sticking out from his head I added as post in Photoshop.

I’d really love to get your feedback on this! What you think I could improve on and such.

[hugh7.jpg]

looking good mate… i think the iris are a little too big… but its coming along nicely…:slight_smile:

I too think the eyes need al little work. Check out Kris Costa tut on the subject… truely inspiring.

http://www.3dtotal.com/team/tutorials/antro_eye2/antro_eyetex_01.asp

The skin texture seems a little on the orange side. Otherwise, it is coming along nicely.

:slight_smile: