ZBrushCentral

A hundred heads challange

Hey thanks for sharing the modeling technique. It looks very efficient.

Between steps 2 and 3 it looks like you add edge loops, but it’s hard to tell where they flow. I’d love to see more detailed image where the loops go or a link to your max class. :slight_smile:

Another question, some people use an image in the background and then trace over it and extrude the mesh then refine from there. What do you think of this method compared to the box modeling method. Which is faster in your opinion?

pg

Here is another view.
[[attach=197214]bust.jpg[/attach]]bust.jpg

warrior-day02.jpg very cool but just one thing, i’d take his leg in slightly, other than that cool!

Its end of semester here, and I m assisting my students with their 3D animation project. The hundred head challenge will resume in three weeks time and I cant wait.

Iezho, your heads/busts are beautiful; as full of expression as the best on this site. Keep up the great work and I look forward to seeing you continue with the challenge! :slight_smile:

The two flavors of modeling have their different advantages and disadvantages just like pose to pose and straight ahead techniques in animation. When you model with reference images(rotoscope modeling) u have everything creative worked out while drawing the character. The rest will be technical and its not easy to get things like gesture, proportions and anatomy wrong if the character was designed well.

Modeling without reference is doing the creative and technical aspects of character design within a 3d application.Its more like traveling without a map. Its easy to get lost but there is a huge opportunity for happy mistakes. This technique requires that you have a general idea of what you want to achieve and you are confident with your anatomy, planes, and other aspects of scuplture making.

Ok which one is faster?

Character design with a pencil is quite fast and a lot slow if you do it using the box modeling method.

Only zbrush is faster than a pencil

Guys I am inviting some CCs that will improve this bust before I publish it. I have to say I got shocked at the similarity between this head and the previous 1. I guess I still had it in mind when sculpting. I need a plan that will insure a hundred different heads.

[head-study-4.jpg]

I was going to say, it looks like you’re sculpting the same head over and over :slight_smile: Definitely some progress in quality, and I’d imagine speed behind the scenes. I’m not seeing any obvious areas for improvement with this latest one beyond detailing.

I also tend to gravitate toward facial appearances that are very similar to one another. One way to break out of that may be to over/under-exaggerate features you normally do not for characterization. For instance, so far you’ve sculpted wide noses, prominent lips, cheekbones, and brows. For a few heads, choose one feature and make it purposely dissimilar (say, thin lips), sketch that in, and make the rest of the head work with it. If you’re like me, everything will look wrong at first, and you’ll have to struggle to avoid returning to your ‘safe zone’. Once you have some feature differences sculpted, pick and choose random ones and do emotion studies. Then perhaps some likeness studies. You’ve shown your workflow – try to use a different one entirely and see what it does to your sculpts.

Of course, I say all this, and I’ve never tried to do it myself, so… it is what it is. :slight_smile:

marumo-head-sculpt.jpg
Hey guys there is another head. CCs are welcome

! great work dude :+1: so cool.

that last sculpt is awesome :+1: great work.

cool style man :D:+1:

Man…your work is definitely breath of fresh air.

Probably the first thing I would suggest is to break the whole into Male and Female 1/2s then break those into 1/3s or maybe 1/4s of thin/median/muscular/heavy from a weight standpoint and then if you wish break those down again into young/medium/old from an age standpoint. Organizing it that way from the start will give you the kinds of boundaries that will allow the whole thing to be more “digestible” in smaller bites and help you stay sane through the process.

Please continue with the kind of face design philosophy you have as it’s inspirational and driving your talent to peaks unreachable by a lot of people.

mosquito-side2.jpg

The mosquito to I sculpted a while back.