ZBrushCentral

My first post Sweeney Todd

beginner pays his salute in fist post… I’m a sculptor in traditional medium only recently came across zbrush like everyone else deeply shocked by its capacity, anyway did my first piece in it…but why isn’t mine work as realistic as everybody elses? (skin and stuff), something isn’t right… what have I done wrong? (Since I’ve not yet gone into texturing and poly paint so I only projected the paint from photo, could that be the reason? ) also pasted the one I did in clay just to compare. any input welcome! :lol:

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STodd.jpg

STodd2.jpg

IMGP2507.jpg

love this, looks brilliant, very good likeness.
As for the coloured version looking unrealistic, seems like it’s probably just the shader making it look unrealistic. There’s a thread around here somewhere and it might be a good idea to try playing around with the matcaps (i’m pretty new at them myself but it’d help this pic i think). Also playing around with the rendering setting or even rendering in a seperate package might provide some nicer results.

Really great sculpt and lovely traditional sculpt as well, no crits :smiley:

Awesome sculpts! I really love the traditional one too. The blank eyes make him even creepier!

Pretty cool. The Face sculpt is well done. His clothes seem maybe a little lumpy imho. Texture looks pretty good too. As for improving the render, maybe try render passes in ZBrush with various shaders and then comp them in Photoshop. Like maybe a render pass with a skin shader, a flat diffuse shader, an occlusion shader (meats meirs’ porcelin shader perhaps), the toy plastic shader for specularity, one for cavity, etc. Then take the different renders and layer/adjust/overlay them in Photoshop. For more realistic/accurate renders though, you may want to look into Mental Ray or a similiar after market renderer. Good work and keep us posted.

The biggest tip that I can give for getting great ZBrush renders is to create your document at double the size that you’re going to export, then turn on the AAHalf switch (found on the right shelf, and in the Zoom palette). This gives great edges in the render, getting rid of the jaggies.

Also keep in mind that you can use SubTools to give better control of your polygon counts. For example, if the hair is a different SubTool from the head, you can divide each individually to get as many polys as you need for each. Same goes for clothes.

Another helpful tip is to use 3D layers (in the Tool>Layer menu) for your details. For example, if you sculpt skin pores onto a layer, you can then adjust the intensity of the layer to get just the right effect for your render.

Great first post! We look forward to seeing more.

aurick: you are a great man :wink:
yinbeing: your work rocks :lol:

wow man! really nice works. both the classic sculpt and surely just as well your digital sculpt, looks amazing.
sorry, i don’t really have any useful crits for you that haven’t already been given.
Well, if you wanna look more into render passes, i’ll recommend you to search for threads by bad_koala or sebcesoir (there’s a ton other cool folks here. those two just came to mind). sebcesoir also did some great skin shaders.
here’s the thread nizza_waaarg mentioned.

looking forward to see more from you.

-r

great!! love all ,but i love more the traditional sculpture

Alex Oliver

5 stars from me

great work on the both of them! you’ve definately nailed down his likeness and I particularly like how you did the hair (snake hook brush?)

I’m a massive fan of this movie!! :slight_smile:

This is an amazing first piece done in ZBrush! You have a great future if you continue as you have begun…

Don’t worry about getting that detail, the techniques will come with time spent using ZBrush…and coming to ZBrush Central of course :slight_smile:

Thanks so much guys it’s truely an encouraging and helpful community out here:) There’s just so much to learn… gee…getting addictive…