Hi all!
Im really new at zbrush and i wonder if anyone could help me in getting a full female body tutorial…I would really appritiate it
Tanx
Here is what I would recommend to you.
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You can use Zsphere’s to make a great low-poly cage that will make a very respectable silhouette of a figure.
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I would look for as much reference as you can possibly find. You will probably need front, back, and side views to help you while you are modeling the detail.
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I would recommend using another program, like Wings to finish up your low-poly cage to lay out your geometry a lot better than what standard Zsphere’s allow.
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Other than these few things, it just takes practice. There really isn’t any “Quick” way to make a whole human figure.
Here are two tutorials on making the human figure, although most of this isn’t applicable in Zbrush for now, it could be a starting point to help you out. If you focus on how anatomy is suppose to work, this should give you an idea of how to model this in Zbrush.
http://www.highend3d.com/global/tutorials/subdmodel/
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp#
I don’t know if this will help you or not, but here is a technique that I am planning to utilize once the new Zbrush comes out.
I have made a low-poly model of a female figure (currently working on the male figure). I used reference images to help make the proportions accurate at the base stage. What I am planning on doing is, once the next Zbrush version comes out, I will be utilizing the displacement and normal map features of the program, and use this base model for all of my future female figures. All I would need to do is update the base model to look like I want, ie skinny, fat, White, Asian, etc… Then I can take that base model, import it into Zbrush, detail it and start creating my art.
But I am still working on the idea, so I don’t know if it will work accurately.
Here is a link to my WIP of the model. It does contain slight nudity, so be forewarned!
http://www.cgchat.com/forum/showthread.php?s=&threadid=17831
One of the benefits of working this way, is you can really cut down on the amount of polygons used. My model above is about 2,400 polygons. So with the abilities of the new Zbrush allowing 2+ million polygons, I will have a lot of room to work.
Anyway, you should check out the wireframes of the model too. There’s not really a whole lot to it. It’s just basically placing the wireframes where they need to be.
Have Fun!
Chad
welcome there are some models im working on feel free to check them for any ideas just load and push a,take care http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=014154&p=2
Hi wchamlet thanks a lot for the link¡¡
Im trying now to learn about making model with nurbs(very hard to me)and this two link are really clear ¡
I have many doubts about everything in art…design…and life¡¡¡
but, please check me here (and excuse my ignorance, my beutiful ignorance¡¡):
1.-A High Poli with the next version(ZB) will allow to reach a very high resolution model …yes? Ok.
What are the applications?
2.-Animation program needs to work easy (the animation) a low poli model? Yes? Ok
Then…
What could be the applications of the new(ZB) version in this point?
Could be the texturing process you reach here and then translate to a low poli?
3.-The next version if i understand well will allow a superior uvmapping process? This map can be used to texture low poli model?
4.-If you think that this questions are related to other points that i did surpase please help in this.
Thanks for your attention and excuse me for take your time
Andreseloy
Gary has some great ideas for use of Zspheres in Zbrush. Check out all of his work. It’s really cool stuff!
To Andreseloy:
I’m not to fond of NURBS, and I try and keep from them as much as possible. They work great for hard surface work, but for organic complex models, I don’t like them. If you want to learn more about NURBS, here is the one of the biggest tutorial archives:
http://www.learning-maya.com/tutorials.php
<BLOCKQUOTE>quote:</font><HR>1.-A High Poli with the next version(ZB) will allow to reach a very high resolution model …yes? Ok.
What are the applications? <HR></BLOCKQUOTE>
The applications are many. You can use this for bump mapping, displacement mapping, and normal mapping. For me, since I’m studying to get involved with video games, I’m interested in the normal mapping procedures. The reason why normal mapping is becoming so popular is because it allows you to make a low polygon model look like a high polygon model, with very little geometry.
Within Zbrush, being able to make high polygon models will give artists more control, and freedom, to make whatever they want, without having to worry about faceted edges, or the 250,000 poly limit. This will also give the benefit of not having to fake geometry by texturing. So you won’t have to paint bumps, and wrinkles. You will be able to model them.
<BLOCKQUOTE>quote:</font><HR>2.-Animation program needs to work easy (the animation) a low poli model? Yes? Ok
Then…
What could be the applications of the new(ZB) version in this point?
Could be the texturing process you reach here and then translate to a low poli? <HR></BLOCKQUOTE>
Yes. You can utilize your textures on the low-poly, and the high-poly, if you plan your textures right. However, within Zbrush, there really isn’t a need for using low-poly items to conserve your system resources. Or that’s how I see it anyway. I could be wrong.
<BLOCKQUOTE>quote:</font><HR>3.-The next version if i understand well will allow a superior uvmapping process? This map can be used to texture low poli model? <HR></BLOCKQUOTE>
I hope there is an update to the Zbrush current UV features. But I don’t know if there is. So I can’t really answer this one.
<BLOCKQUOTE>quote:</font><HR>4.-If you think that this questions are related to other points that i did surpase please help in this.
<HR></BLOCKQUOTE>
I’d be glad to answer any questions you have. So feel free to ask whenever you feel like it.