I need some suggestion on sculpting a face.I basically picked up a base head mesh and tried to get overall flat surface like look with all the major face features intact,position cheekbones or the edge of the jaw or shape of the nose( but more hard surface) for example. trying to get a doctor doom like look I tried several approach via masking I couldn’t get the exact shapes and it really constrains the Idea with clay tubing and Hpolish I always ended up with different shapes and obscuring the facial structure is there any ways to select a region on a model and flatten all faces to an average normals?(like we can select some place aun use make planar in 3ds max) here this is kind a similar to what I’m trying to get somewhere in between these to what would be the best approach ?
Personally I would look into doing the base mesh in Maya or Max, especially the problematic parts and then keep them as separate subtools and bring them to ZBrush. Looks like a job for basic box modeling tools. My five cents.
ya I thought the same at first, you can get more creative in zbrush than in 3ds max and i don’t want lose that ability.; plus I’ve trying so hard to get out my polygonal shell of 3ds max and getting accustomed to zbrush going back makes it much harder is there any other suggestion ?
One other possibility to create those planar panel shapes could be - let’s say the cheek plates, mask the areas you want from the sketch/base mesh you have, group and extract the masked shells, cut them in shape and do panels so you get separate groups for top/bottom and sides giving you possibility modify those.
Have you tried the flatten and or planar brush?
this series of videos on making a helmet might help.
http://pixologic.com/video/video-v3-zcr.php?videoname=https://s3.amazonaws.com/zclassroom/homeroom/lessons/videos/helmet-creation/procedural-processes-panel-loops.f4v&w=1024&h=576
it shows how you can get an effect similar to what you’re after, using panel loops. you can give the edges of the shapes bevels.
@Doug Jones
thank you, I’ve tried both of them while flaten helps to define HPolished shapes, I’ve no idea how planar works or how should I use it to my advantage it just creates weird flatten surface how should I use it ? do you know of any other brushes default or otherwise that i can use while hard surfacing ?
@jazz_76
I’ve tried that,but that approach only helps if you already know the whole designs I just wanna makeup as I go…
@zeddie
I’ve gone through those episode already but,again it only works when you have designs in hand
for now I’m trying to use claytube ,dam-standard and hpolish, keeping smaller brush size and adding shapes around the face and try to come with different concepts but still I think there is a lot of room for improvement and ways to get finer details that I’m unaware of.
perhaps you can make it up as you go, then when you have your basic design, mask those areas and add panel loops at that point in the work flow.
@doug jones
thanks and about planar brush , I’ve red about it and tried \it, but I couldn’t come up with procedure or workflow that I could use to get the result I want or control the way I desire I really think it’s a great brush but, I couldn’t utilise it will you please shed some light ?
@doug jones
thank you but, that link didn’t quite explained planar brushes but find out about it in another youtube video ,and after countless attempt of using this and other brushes including in the light box I finally arrived to conclusion. that is using zsphere and edit topology method and plot out all the essential basic edges needed (similar to jazz_76 idea thanks jazz) and then subdividing that model without smoothness and adding details from there, it’s not as much of ‘make it as I go’ method but, that’s the only way I can do it right now
of course that method presented some other technical issues but those grievance for another thread I guess, thank you everybody for helping me out