ZBrushCentral

Human sculpt - nudity

“Anyone know of a relatively turnkey rigging script that will distribute weights better than smoothbind?”

Not sure about a script, but Steven Stahlberg has written great info which may be of help for you. Maybe you’ve seen this…

Stahlberg’s Blendshape RigTut

Seems you could ignore the wrap deformer info, but the corrective blendshape concept may be useful for your forearm.

Looking good Scott!

Hey again Scott, How about this plugin for corrective blend shapes?

Author’s Website recent versions here.

Highend3d Link

Thread at cgtalk

Haven’t tried it yet, but I will, others seem to dig it.

Cheers!

COOL! Wealth of info! Thanks Joe I will check these out tonight!
I use corrective blendshapes a lot in my pipeline but more info is always great!
Ideally what I would like to see is a replacement for the standard smoothbind … maybe I cant get around the work I must do : ) Being a heavy basemesh it is a bit of work to go in a rebind and weight it but such is life ; ) It is worth noting that the heavier base mesh seems to mess up your sculpt less when you pose it and bring it back into ZBrush. I had only tried this before with very light meshes.
Thanks again for the info!

Ti22: Thanks man! Im glad you like it so far. The topology was laid out in Maya as a very basic mesh. I rarely try and create edges in ZBrush since I cannot control the outcome as much as I would like… yet.

hmmmm

yet?

hmmmmmm

:smiley:

Hi Scott.

I took the liberty of doing a bit of photoshop liquify filtration! see what you think. By the way this dude is looking great allready but just needs a few tweaks.

torso.jpg]Before-after.gif

I have just found some free sample anatomical reference links!

http://www.deathfall.com/article.php?sid=5823

Hope that this is of use to you and keep up the good work:)

Shadowfiend.

Thanks Shadowfiend!
Dead on with the shoulders and I hadnt considered the forearm mass. hmmmmmm worth looking at as well. Great observation on the calves too… They are a touch bulky : D
I really appreciate you taking the time to do the paintover. I must revist this fellow soon and get a new update posted with everyone’s suggestions in mind.

I dont tknow that the left knee should come down though since his pelvis is off axis and the right knee would be as well, placing it lower than the stand leg knee.

Thanks again for the great crit and animated goodness : )

Scott

Hi Scott,

the wonderfull thing about ZBrush is that you can work any way you want. In other mediums clay for example to make a change like reducing the bulk in, say the face, means loosing all of the detail in that area. But with ZB it’s all still there! I never take that for granted.

You are right about the left knee, it was just a very quick edit that I did;)

I think you mentioned a little while ago something about spending a long time on a work like this that you can lose objectivity because you are so used with the way it looks. One thing I like to do (works well for faces) is to turn the model upside down. This fools your brain giving you a fresh perspective and you can see proportional differences that you may have missed before.

I am nearing completion of a bust of Lance Henriksen (I posted a WIP early last year) As you may have guessed he is rendered with 32bit displacement mapps in mental ray. He has the fast skin shader and dynamic hair (I hope to make him talk) I would apprecioate your comments when I finish him.

Look forward to seeing this dude after you make your ammendments.

Cheers,

Shadowfiend.