ZBrushCentral

Girl from Ipanema (WIP)

This piece is based on a song called Girl from Ipanema by Tom Jobim, and I love both the Portuguese and English versions. It took me a little more than one week and I used Maya and mostly Zbrush. I wanted to give girl the looks described on the song, effortlessly beautiful and with a light and elegant walk. I also tried to give her some facial features of the Brazilian model Gisele Bündchen, that popped up in my mind whenever I tried to picture the girl on the song.

ZBC_THUMB.jpg

[attach=197276]gfi00.jpg[/attach]

[attach=197277]gfi02.jpg[/attach]

[attach=197278]gfi03.jpg[/attach]

I also added a turntable on my blog

Attachments

gfi00.jpg

gfi02.jpg

gfi03.jpg

Really nice! :+1:

really beautiful sculpt!!!:+1:

thanks guys. I think I’ll work on it for another week and I’ll post the results

jolie…(j’avoue ne pas comprendre pourquoi les utilisateurs de zb préfèrent les “monstres” aux beaux modèles…)
encore bravo!!!:smiley:

WOW…I really felt she breezed past me leaving behind the trail of her perfume. Really looking forward to how this develops. Great stuff.

Amazing job Tadeu ! you capture the real essence of the Brazilian girl ! Congratulation Bro !:+1:

Great work!!! congratsss

Looking very, very good! Nice one.

Impressive work man

Very pretty model. And you can really feel the movement in the pose. Great work!

I changed the purse so it wouldn’t look like a plastic bag

[purse2.jpg]

I got some work done on her today. This is the latest image

![gfi21.jpg|893x1200](upload://p5OmlxvPtYKXO6DbxBfw3LhT2Ql.jpeg) Please visit my website and check the turntable [here](http://www.thadeuluz.com/2010/07/girl-from-ipanema-wip-2.html)

Order me a life size print… but don’t tell the wife :wink:

Great work, very natural :+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:

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Tall and tan and young and lovely. :smiley: :+1:

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This is really beautiful work man! You said you used Maya some–at what stages? Did you do the original geometry in Maya or ZSpheres?

One thing that always confuses me is how clothing, armor, or in this case, purses, work during animation! How do they not end up intersecting with the geometry… do you have any plans to animate this model?

thanks guys :slight_smile:

@AndrewJarvis I used some maya in the very first stage, on the base mesh. I found a woman’s base mesh online somewhere (I’d love to credit the author but it was a couple of years ago… I really have no idea where i found it :confused: ). The mesh was a little odd, upside down, I fixed some triangles and some points with too many edges that tend to become lumps when you subdivide the mesh. After that was all zbrush

the hair was made with zspheres; the top and earings are rings; eyes are spheres; purse is a good cube (not the zbrush one, a regular one with no triangles), some rings, cylinders and a extracted plane for the strap; the glasses and sandals I made with a plane, moved vertexes, extracted the plane, and used some insert edge loop to finish the glasses frame; and finally the shorts are extract from the base mesh and two rings.

When I use extract in zb is allways in the basemesh, with surface/edge smoothnes set to 0, more like a shell modifier in max, or an ‘extrude all faces’ in maya. I like to keep the lowest subdivision level as low polycount as I can, because it makes sculpting a lot easier.