ZBrushCentral

Soldier 2027

I’ve been paying a bit with the materials and I’ve also done some work on those boots.

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I’ve pulled out those eyebrows a little bit and I have finally sculpt the ear. Is there something wrong with the eyes?

[13.jpg]

Hi!,

Lots of nice progress on the piece! I think I know where some of the troubles with the eyes may be. If you go back to your rendition of the bony undermasses and compare it against an actual skull, you will see that the orbits of the eye are actually larger and deeper on the real skull. Now the trick of it is that the upper part of the character head's orbits seem to be where they should be, but the lower edge of the orbit looks a bit high. The confusing thing when we look at this area in life is that there is the very large obicularis oculi muscle, a bunch of expression based areas near by and several pads of fat nearby all of which make can make discerning the real structure very difficult. The other thing, and again, I could be wrong on this, is that the outer corner of the eyelid (but not the fatty overhang above it, that looks fine to me) feels as though it isn't deep enough inset to the skull. It is true that the human eye isn't a "perfect" sphere, but it is pretty close and you may want to make a small sphere and place one in each eye socket as sub tools so they can act as templates helping to guide you where the two corners of the eye actually are. Talk to you soon,

Johannes

Thanks for the C&C! I haven’t touched the eye again, tho. Yesterday I retopologized the guy. This is exactly the workflow I followed:

-Retopologized the head in Zbrush and exported it
-I also exported the first subdivision of the whole model
-I then took both exported meshes (head and body) and “stiched” them together in 3dsmax.
-I exported the new mesh as an obj
-In Zbrush, I projected the details of the original ZTool into this one.

Now I can still fix some little things such as the eyes… and I’ll add nice detail to the skin (but I doubt my computer will be able to handle it, so I will have to use Photoshop)

Oh! I’m woried about the next big step: Unwrapping… I have no idea how I should do this. I suggest this workflow:

-Export the first subdivision as an obj
-Open it with headus UVLayout and unwrapp it
-Export it again as an obj
-In Zbrush replace the lowest subdivision with the obj

Now this sounds fine, but I’ve doing some tests… and it seems Zbrush scres the vertex order… or maybe it’s UVLayout… or the obj… I have no idea.

So instead of doing all this I suggest an alternative workflow:

-Export the first subdivision as an obj
-Open it with headus UVLayout and unwrapp it
-Export it again as an obj
-In Zbrush project the details of the original model on the new unwrapped obj

Everything should go well, right? I’m just projecting (not replacing) the model. The unwrapp shouldn’t get screwed up, right? Or maybe it does…

What do you think? Btw, I highly recommend headus UVLayout.

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Just a tip on the UVLayout question…instead of choosing ‘save’ once you’ve
unwrapped it, choose ‘update’ and the point order will not be touched. Then
when you re-import back in Z3, select the one that’s got the ‘-uvlayout.obj’
extension.

cheers. :slight_smile:

WailingMonkey

thanks for the tip. But it isn’t working. Check out the thread I just created about this problems I’m having.