ZBrushCentral

beginning a sketchbook

Yes you are getting better! I like the last one, keep going! :+1: :+1: :+1:

Remember form and anatomy, practice practice! which I’m sure you do anyway :wink: Who am I to say though, I’m still learning myself :smiley:

hey! many many thanks for the comments!
but didn’t have the time to look in the forum.

3ds max is to expensive. so i just look into other applications to make basemeshes and renderings. i tried modo in the last two days and i love it!
i think, i’ll use this tool!

the image: 20 minutes of modelling, 2 hours to build up the lighting and rendering. not much, but for a newbie a good rendering-experience.

[final.jpg]

You have some very unusual characters in this thread wethand!
I like the torsos and this last little guy the best.
The last one is a real heart breaker:)

Cheerio Chris

many thanks for the kind comment kanga,

now i tried (AGAIN… :(( ) to build up a bust with a working material.

i just dont get it… i think, the model and the texture works. but the shader destroys it all.
i am happy about EVERY hint, how to make believable skin.
in this example i have a displacement, diffuse and spec map. a little bit sss turned on. but that sux… :frowning:

anyway, i like the model :slight_smile:
i used no reference

i just worked over it in photoshop (the hair.)

[[attach=112462]frau_final.jpg[/attach]]frau_final.jpg

[[attach=112463]frau_final_zbrush.jpg[/attach]]frau_final_zbrush.jpg

Just curious, I assume it’s you perceived workflow that you need Modo? I’ve been doing this stuff a long time and find Zbrush more than capable to handle any needs in a production environment and very easy to utilize (don’t get me wrong, if your a Modo user stick to it). For a fella claiming 3DS is expensive, buying yet another app in the same arena doesn’t make sense. In fact Zbrush would handle 90% of the things you are doing including rendering. Add in a little work within Photoshop or Gimp and you are good to go. Or go the Modo way if you feel it is better.

As for base meshes, just whip one or two up with simple zspheres then use the retopo tool to make whatever you like. Then you have a standard base to start from as many of the talented people here have done over the years.

Use the new tools, that is why they evolved - to replace the old ways and with good reason. :wink:

hey jason,

thanks. yeah, you are so right! and i knew already, that there are very creative people who only use zbrush and get better results, than professionals in other applications.
But i think it is the easiest way. just map some maps into an geometry and you get a nice result.

i mean, i am just to… yeah, to uncreative in handling a software. i just use stupid, already known ways. maybe i’ll try to find my very own way. but that is difficult.
i think, this is a good practice.
But i think this image i much better.

and just wondering. i never saw a photorealistic rendering out of zbrush. yeah, hahaha, my thinks are FAAAR away from photorealistic, but that is the way i wanted to go when i started with 3d (10 months ago)

just forgot the image:

[frau_final2.jpg]

Well as for photorealistic, you’re going to have define that. I’ve seen an awful lot of matte paintings done in Zbrush that were used in film that look pretty convincing! If you mean a character, few people have bothered to try to get the most out of the Zbrush renderer. It does have areas of issue like transparency, but with a little compositing this can be quickly resolved. I have also seen quite a few render passes done and exported to something like Photoshop for the final composite that were pretty cool.

A few years ago I did a character in Zbrush with render and people couldn’t figure out how I got coloured shadows. It’s not an issue of the tool so much as an issue of the user. Zbrush also has the really cool materials that retain the light location, etc. everytime you utilize them for consistent output quickly. It’s all in how you approach things.

I’ve worked with quite a few apps over the years, my favorite’s are those that utilize the Renderman API because I know how to write shaders to do what I want (currently Pixie is my favorite with 3Delight second). I don’t expect others to do that. Quite a few companies have ‘lower-end’ apps that have great renderers with simple interfaces. If your doing animation this is important. If your doing images you only need Zbrush and Photoshop (or equivalent) to get everything done.

All the best in your choices, none are wrong, just more costly unless your swimming in cash. :wink:

hey jason,

i’m going to make only images and only characters
and i am doing that only in my spare time for myself. nothing production-like (hopefully in the future)

but you are completely right! I’ll give ZBrush a try in my next work. but this one is final. i don’t want to work on this anymore.
writing shaders is a science for me. never looked at shadercreation and hope, never have to. :wink:
i think this is very complicated. Maybe i’ll take a look into maxwell or vray standalone, if it comes (i think next year)

but even if you can get such nice outputs out of zbrush, the way to it is more complicated than in other applications (like modo).
controlling the lights and shadows in zbrush, manipulating the camera and so on. you know, different types of light. and SSS and masked spec. all of that CAN be done in zbrush, but it is advanced or difficult.

but… everything is just a matter of opinion.

i am just on the orientating-path.

As you acquire each tool learn it inside and out. I can assure you that every application that has something easy, it also has something painful to work with. ROFL

I’ve worked with people that are bound and determined to use a tool because they ‘feel’ comfortable with it even if it takes them 5 times as long as someone with another product. Not a good policy in business.

I’m not suggesting one or the other to you, but encouraging you to explore each tool. Zbrush and other apps constantly change, sometimes for the better. :wink:

Very rich and nice portfolio Wethand. Congrtulations

Beto Prado.

many thanks! :slight_smile:
always happy if someone’s enjoying my work.

so, here is a speedsculpt. base made in modo.
the base topology sux really. but i never learned a good topology.

if someone’s interested, i attached the basemesh as an obj without uv.
i think, i have to rework the topology.

basehead_1.zip

[opagnom.jpg](javascript:zb_insimg(‘112759’,‘basehead.jpg’,1,0))

Attachments

basehead.jpg

hey there,

just tried a new woman.
i used the head from my last bust.

but i dunno how to dress her.
maybe i’ll just start a new woman.

but this is it so far:

[wip1.jpg]

:cool: :cool:

just playing with dresses…
i just don’t know how to set up a scene for her.
i have no idea what to do with this *"§$%"§…

i thought an alternative style with a gun. maybe just a camouflage-style (which i love).

This idea was something like a dancer.
i’ll try something other.

if you see any anatomical mistakes, please let me know. because right now i can change them…

[wip2.jpg]

just another try. i think, this will be the final idea: a hiphop bitc…

so, the shoes are done
with her pants i have big problems… and i use reference.
i want a baggy-style.

[schuhe.jpg](javascript:zb_insimg(‘112964’,‘wip3.jpg’,1,0))

Attachments

wip3.jpg

hey there…

an update. nothing big.
i think, i’ll remake the pants… but i don’t know… the folds look wrong to me…

maybe you could help me… plz! :slight_smile:

another thing: i just build up a working cornrows-brush.
if you are interested, you can download it. it is simply a modified stitch-brush.

cornrows.zip

[[attach=113006]wip4.jpg[/attach]]wip4.jpg

hey there…
last update for today…

i have still trouble with her pants.
but i think its a little bit better, then the last.

comments and crits are welcome! :slight_smile:

[

](javascript:zb_insimg(‘113026’,‘wip5.jpg’,1,0))

Hi, nice body u have there…
I’m still a noob and learning ZBrush as well, so correct me if I’m wrong…
The arms are still too long, maybe it’s skinny arms but the proportion still too long, maybe u can make it short a bit…
And the torso as well…
I like the folds especially before the last image…
I also like the hair…
Maybe u can put a necklace, earrings, and other accessories as well, usually hip hop singer or dancer have it…
I like the sneakers too, did u start the basemesh in zbrush?

Keep up the good works…

heey,

many thanks for your kind words.

the woman has a basemesh you can see below.
all the other stuff is fully zbrush. the shoes are made out of a cube (WITHOUT retopo! :slight_smile: )

yeah, i wanted to give her many little details. but i don’t really know, what.
some piercings and stuff…

and thanks for the advices. i’ll try to get them working.
but i wanted to look her skinny :slight_smile:

so, here is the basemesh (download attached, if someone’s interested):

woman_basemesh.zip

[woman_basemesh.jpg](javascript:zb_insimg(‘113076’,‘woman_basemesh.jpg’,1,0))

Nice work wethand. You’re really getting better, but I think that you have real talent with characters like your ogre and sad freaky doll toy!
Not to say that you’re woman is terrible, I just agree with Nightshocker that the arms are too long.
Also her neck is way too thick. It makes her look masculine.
Her face is nicely feminine but then we get to the neck and it looks like she’s a wrestler.
As far as the pants go, I would recommend turning off the symmetry and giving them a go. Symmetry on pants just doesn’t look right because it is a physical impossibility.

I love that you attempt just about anything, which says alot for your character as an artist.
Keep it up. :+1: :+1: