ZBrushCentral

Samba Queen: Rainha de Bateria

Hi everyone, Im back with I new piece I have been working on. Im in the process of still adding a few more things, but I am going to be starting the texture and materials phase soon. Then Im going to pose her and give her a smile. My goal is to create a highly photorealistic image that is more vibrant and warm than some of my previous work. Anyway without further ado, here are some WIP out of the zb sculpt so far, C&C welcome:

[attach=176043]Thumbnail.gif[/attach]

[attach=176262]WIP1-3.jpg[/attach]

[attach=176263]WIP4-1.jpg[/attach]

[attach=176264]WIP2-1.jpg[/attach]

[attach=176265]WIP5-1.jpg[/attach]

I will be posting more updates soon

Attachments

Thumbnail.gif

WIP1-3.jpg

WIP4-1.jpg

WIP2-1.jpg

WIP5-1.jpg

Heeeeey, looking f-in SWEET man! Excited to see where this one goes. Hope all is well with you

wow…thats beautiful…especially love the face…such sensitivity…brilliant

Nice!! I especially love all the accesoirs. Great work!! I`d love to know how many SubTools you have. :slight_smile:

Cool Work:)
Are you using the fiber brush tool in zbrush on the torso part of the costume?

That’s cool work:)
I think nose, lips, chick and neck need some refinements.

My god! it’s awesome!

Thanks Guys, I currently only have 2 subtools. All the separate parts ar all part of one subtool. The girls body is a separate subtool. I brought all the parts into ZB so I can deform the girls skin against the different accesories. Ultimately though my goal is to pose her and render her in max using mentalray. The fuz/confetti look on the costume was done in max using the hair/fur modifier with a plane as reference geometry. I am still adding a few more details but I am almost done and should starting the texturing process this week. Then I will rig and pose her. I have done some skin tests so far in Max and am really digging the way she looks, I want to give her a big smile and make it as warm and believeable as I can. New updates coming soon. In the meantime here is a backshot (no pun intended)

WIP3-1.jpg

Nicely done!

How are you going to put all of that into MAX? :eek:
There’s a lot of feathers and stuff…

great work on her accessories man!:+1:

Hi everyone, Ive made some changes to the model, and was beginign the painting process, but I noticed something that is giving me problems. I unwrapped my model in max and imported it into zbrush. Everything is fine but as you can tell from the image, when I look at the higher subdivision levels the texture is distorted. Is there something Im missing here or any sort of workaround? Its very iritating and it distorts any painting I do. Any assistance would be appreciated.

Distortion.gif

Thanks

I’m no expert so I should probably shut up, but I’ll speak anyway :smiley: I never saw a simple head layout with as much seams, there were always two unwraps, one for the whole of the head and another for the ears, so perhaps that’s and answer to your question :slight_smile:

it’s the smoothing you’re applying to your mesh. it distorts UV’s.

Is that a max or zbrush render?

Cherub, thanks for the input, I appreciate it. I tried to strike a balance between the seams and stretching uv’s. The seams are probably less of a concern at the momnt since I can paint those out, but the distortion seems to happen in the subdivided levels and not the base level.

goast666, that is rendered in max. Basically I exported my lowest subD level and level 5 and rendered them both side by side with a checker pattern to illustrate the issues Im having. Are you saying its a problem with the subdivisions in zbrush?

You’re 5th level of subdivision have vertices which may move, and then, the corresponding UVs will slightly move, depending of your sculpt.
If you want the best results, you will have no other choice to do the unwrap on the 5th level, but it may not be the best and the easiest way…

Another solution may be to go down to your levels of smoothing in ZBrush, smooth the parts which have distortions and then, use the Reproject Hiugher SubDiv. It will relax the geometry, not the result, and then, will relax the distortions.

I don’t have your model, then perhaps I’m wrong :slight_smile:
You’re 5th level of subdivision have vertices which may move, and then, the corresponding UVs will slightly move, depending of your sculpt.
If you want the best results, you will have no other choice to do the unwrap on the 5th level, but it may not be the best and the easiest way…

Another solution may be to go down to your levels of smoothing in ZBrush, smooth the parts which have distortions and then, use the Reproject Hiugher SubDiv. It will relax the geometry, not the result, and then, will relax the distortions.

I don’t have your model, then perhaps I’m wrong :slight_smile: