ZBrushCentral

Oofnish's polysphere torture and other sketches / wips (Nudity...)

Hello everyone, I’ve been a long time follower and admirer here, and have finally decided to start my own book of sketches and other Zbrush attempts. Please feel free to comment and criticize; I always greatly appreciate any help from the fine artists here! I’d also like to thank everyone for showing their work here; its an amazing place to learn and get inspiration!

First, a quick (hour or so ) sketch from the default polysphere, done at work where my tablet is nowhere to be found :slight_smile:
[[attach=163456]m_head_01.JPG[/attach]]m_head_01.JPG

Another view – plus a quick, somewhat more detailed version.
[[attach=163457]m_head_02.JPG[/attach]]m_head_02.JPG

Next, a heavily modified version of super average man – not all that average anymore, and… not a man. I currently plan on taking this one further, but as it was my first real zbrush effort, there are tons of annoying problems. Also, I’ve stared at it so long that I don’t think I’m seeing the problems anymore, any nitpicks would be greatly appreciated!
[[attach=163458]f_figure_01.JPG[/attach]]f_figure_01.JPG

Face of the previous model, and a view of the most vexing issue (right side). I must have had some polys masked when hitting the divide button :mad:. Didn’t notice it until I had spent a good amount of effort that I’d hate to lose by starting over. Fortunately, Retopology no longer crashes for me in 3.5, so perhaps I can fix it that way. Need to retopo the model anyway I suppose – the poles are giving her horns :lol:
[f_figure_02.JPG]

Hey everyone, forgot about this sketchbook! I thought I’d dredge it up and toss a new sketch in here, comments welcome of course.
This is a quick sketch to test out a new zsphere figure retopo in progress. The Zbrush based retopology tools are fairly basic, but functional. The best thing about it is the ability to topologize a segment, and then immediately sculpt on the adaptive skin to make sure the topology can handle what you’re planning on throwing at it!
[[attach=226422]adeleSketchBust.jpg[/attach]]adeleSketchBust.jpg

Closer view on face. The irises are weird thanks to parallax. I draw the irises on the back of the eye-sockets while I sketch to get a better feel for the shape of the eyes. Not perfect, but easier than having to constantly shift eye-sphere’s all over the place :slight_smile:
[[attach=226423]adeleSketchBustHead.jpg[/attach]]adeleSketchBustHead.jpg

And, a bit of fun with hard surface illusion …
[[attach=226424]adeleSketchBustMask.jpg[/attach]]adeleSketchBustMask.jpg

Thanks for looking, all comments are welcome !

-Oof
[adeleSketchBustThumb.jpg]

Some more progress on the now more or less retopo’d body, changed the face entirely, and started a bottom layer of armor. Comments are greatly appreciated – hope to find out what’s wrong before I go much further here!

[[attach=228486]adelepost.jpg[/attach]]adelepost.jpg

[adelepost2.jpg]

Thanks for looking!
– Oof

She’s got a great looking face. Love the eyes and armor too.

Wow she’s cute! She already has such a fantastic feel to her, I’m sure this will turn out fantastic!
I might recommend separating the armor into its own mesh. (If you dont want to lose what you’ve already done, clone her mesh and delete out the ‘skin’ polys. Then just push the ‘armor’ areas on the original mesh back toward her actual figure.)

I would like to see her topology, because thats really the only thing I’d be able
to hassle you about, but since your going to retop her again and you sculpted
the armour on her body, topology isn’t that important. She has a dreamy face,
and its very nicely done. From the thumbnail I thought you were Hazardous. :+1:

Womball – Thanks for the kind words, glad you like it :slight_smile:

slangford – Thank you. Definitely planning on separating the armor to its own mesh(-es). Not only is it punishing the polygon resolution, but it needs a lot more volume to not look like its painted on :slight_smile: My method will probably be to use the retopo tools to build the armor pieces, and then project the details back on. However, planning on trying this in a real-time environment, so keeping this on the mesh will assist with creating a normal map, I hope.

SadamHu – Your wish is my command, hassle away. About 10k points at subdivision 2 (pictured), so a little heavy for a real time mesh, but for the initial topo, I was more concerned with keeping the mesh regular to support polypaint and detail sculpting. Once maps are made, it will be a simple process to remove extraneous edge loops in a program that doesn’t eradicate UVs when merging polygons. I’m being careful to preserve the original mesh Btw, flattered by the comparison to Hazardous, I always enjoy seeing his work.

[adeletopo.jpg]

The first that came into my mind when I saw her face was Justin Bieber. But she’s cute, and I guess she doesnt sing baby, baby, baby, oh ^_^.

I like the color theme you have going on, gold/white/milky. :slight_smile:

Looking forward to see the armor done.

She’s coming out nicely. Cute face.

So cute!! Very nice sculpt.
Love your material too! which one are you using? would you share?? :stuck_out_tongue:

can’t wait to see more!

Nice model… lots of character.

This is just a suggestion for the next topology you do. Since you end up
making heaps of these :D. Collect heaps of these wireframes, for your ref
folder. Plan out how your going to do the next one. :sunglasses:

I can’t wait to see where you take her. :+1:

Attachments

adeletoposuggestion.jpg

VictorCS – Perhaps you’ve been listening to too much Bieber. I had to look him up to see who he was :lol: But I suppose I can see the resemblance, that fellow looks rather girly! Thanks for the kind words, I hope it turns out well, having trouble coming up with a good design for the lower abdomen area currently.

Derek – Thanks!

leisiulong – Thank you, the material isn’t really anything special, just a double shader based on skinshade4 I think, with a modified specular curve. In any case, if it helps, it is attached.:slight_smile:

bisenberger – Thank you

SadamHu – Thanks for the suggestions! Some of those areas I did intentionally to try out different topology. The breast area for instance – I have often found that putting a sphere pole where a nipple would normally be adds to sculpting difficulty when trying to create an even smooth surface over the whole thing. Also the belly area was one place I wanted to create a very regular vertical topology to support vertical and horizontal detail at lower resolution.
Other areas are a big help though. I have a hard time getting a topology for the butt and thighs that I’m happy with, and I think Nwargasm’s example might be a great thing to study. Thanks again for the time you took to whip up that example pic!

Because no sketchbook containing armored girls is complete without a dragon, I started a sketch of one this afternoon! It’s related peripherally to the girl in armor above – but sadly she won’t be riding it.

Please let me know what you think!

[Dragon.jpg]

-Oof

Thanks Oofnish!! Indeed, the material was pretty simple no I saw it… you’re a genius :D!!
Very good start for the dragon!

Opened ZB to work on my current project, and ended up doing a couple head sketches instead. Used the default polysphere, and refused to let myself subdivide it to keep them quick. I like how the tortured topology actually hints at detail that isn’t there in a few places :slight_smile: Nothing but the Dam Standard, move, and clay brushes, less than an hour a peice. And, an even quicker polypaint ‘Serving suggestion’.

[[attach=237613]hd1.jpg[/attach]]hd1.jpg

[hd2.jpg]

Thanks for looking. More cute girl soon… :slight_smile:
–oof

Hello all, here’s an update to the girl+armor I posted a while back. Still a ways to go yet… having some trouble finding a design for a belt/armored skirt thing for her waist that I like. Also planning to jazz up the shoulder area. Most of the armor is still sketched on the base mesh in a layer, except for the boots and mantle.

Rightmost version is without the mantle. I’m not really sure the mantle is living up to what I pictured, although the etching style will eventually show up on the rest of the armor. Planning to try tying it in a bit better when I add the real shoulders (or ditching it and trying something else).
[adelegrab.jpg[/attach]%3C/font%3E"][attach=240763]adelegrab.jpg[/attach]](http://%3Cfont%20color=%22#9A9A9A%22%3E[attach=240763)

Next, With color and materials (and bpr shadows). Too monotonous?
[[attach=240764]adelecomp.jpg[/attach]]adelecomp.jpg

I'd love to hear any crits/suggestions if anyone has them! ;)

Thanks for looking

-oof

[![adelegrabsm.jpg|215x123](upload://1BtArKYfkvPmboSR6w7jY0PxXok.jpeg)]

Attachments

adelegrab.jpg

As much as it pains me to say it (cause I like the butt), she could use something on her back or hanging from her waist. Something to break up the armor and maybe hide the fact that everything but her butt is armored. Either like half a skirt or a full cape or something maybe? Might be neat if it attached to the armor where her trapezius muscles are, and maybe a complimentary color so a blue or purple (or pink?)

I agree with Curt, I see a serious flaw in the armor if ever she was to go on the battlefield, not unless this is part of a back up Pink Pantie plan if things weren’t going to her advantage:D

haha, thanks guys, I agree completely.:lol: What’s there now is just a placeholder while I come up with something more appropriate for her waist. I’m having trouble coming up with a design that I like, though, so ideas or suggestions are great. I’ll definitely be going back to that next