ZBrushCentral

Bike Girl (nudity)

Well I was genuinely curious about this, as I haven’t actually looked at the proportions of her since I started the model. Check it out:

[bikegirlbody-propor.jpg]

She’s exactly 7 heads tall at the moment. You think maybe I should give her slightly less realistic and more “heroic” proportions?

Latest update:

[bikegirl-accessories-02.jpg]pants.jpg

Anyone have any idea of a way in which I can get the pants to have thickness and also retain the details from the original mesh? I might be making things harder on myself than they need to be as I can probably just redo the details but whatever, at this point I’m curious if it can be done :stuck_out_tongue:

I agree with the other poster on the head proportions, but to be more specific, it looks fine from the front, it’s the side proportions that are funny looking. The back of her head is really bulbous looking.

However, if she is going to be wearing a helmet, then it’s a moot point.

Nice work so far!

I second the back of the head being to large. Also the top of the spine should be level with the eyes or close to them. I think you could get away with the base of the head lining up with the ears. Combined with a slightly thicker neck so that she look proportionally more accurate.

Oops double posted. :eek: HOpefully this will be deleted.

Nice model! I have been tweaking out with the detail projection myself, until I re-read the tutorials finally figured out a workflow…
#1: Load up your detail model at full rez.
#2: New brush, import your low-poly retopololgized version.
#3: New Z-sphere, rig it with the full rez version.
#4: Select your low-poly topology, then press edit.
#5: At this point, DO NOT try and project your details! (exploding mesh likely)
#6: Make an adaptive skin at density 1…
#7: Save this skin as a ZTL…(this apparantly fixes the scale issue which seems to make the scary exploding mesh)
#8 Repeat steps 1-4, using your ZTL version of the low-poly version. NOW try your projection of the details…
This has been working for me, after many hours of frustration!
If you still need some thickness to it, maybe try doing an edge loop for the whole low poly version.
…Hmmm…After all that maybe a quicker way would be to just append your main model with the low-poly underwear, subdivide and use the project all function…then use the crease and edge-loop functions to get the thickness you are looking for! Hope that helps …

Hi Robodrew

For the Pants. This is a method I’ve used succesfully in the past…

[TryThis.jpg]

  1. Starting with lowest res mesh.

  2. Use DelHidden to get the mesh you want to create clothing out of.

  3. Use MorphTarget DelMT/StoreMT. Then use Deform Inflate (say 10?),
    followed by MorphTarget.CreateDiff to get a double-sided mesh.

  4. Append new tool as a subtool on original model and divide back down to
    the same subdiv level.

  5. Careful use of ‘std’ and ‘project’ brushes to conform the mesh to the
    underlying model.

Oops! I forgot a step here (3A?) You really need to crease the edges of
the difference mesh to stop them smoothing off (as has happened here).

G.

This is pretty much my final update on the model, any final thoughts?:

[[attach=84432]bikergirl-face-turnaround.jpg[/attach]]bikergirl-face-turnaround.jpg

The goggles have no glass pane simply because that will be added in last in 3dsmax during the final render.

Otherwise, onto texturing and posing!

Could you post a full body shot with the hair?

Sure thing, I should have put that in the last post :stuck_out_tongue:

[bikergirl-fullbody-turnaround.jpg]

Ooh a more petite model! Her proportions seem to work better now. Even though her head seems big, that not unrealistic. I’m working on a model of a women who has a realitively big head. It gives them a more youthful look.

Had a bit of a delay, but here’s the latest update. I set up her pose and am in the process of working on the textures now. The jewelry accessories were removed for now but will be brought back in within 3dsmax once I’ve set up the normal/displacement maps and exported out to there for final rendering.

[bikergirl-pose-turnaround02.jpg]

lookin sweet
the hair, cloth and helmet are all well done.

im not feeling the polypaint or the boots but can be easily tweaked good luck

Finally got a chance to update! I’m nearly done. I’m redoing the boots today because they really just weren’t holding up with the rest of her. Otherwise she’s pretty much done aside from some minor tweaks to the color and spec maps, and I think I’m going to make her belly button deeper and the top padding on the shin pads thicker and more defined.

[bikegirl-testrender4-full.jpg]

Anyone know what could be causign the dots that are appearing on her legs? Its not in the texture. I’m rendering her with 3dsmax + mental ray using the SSS Fast Skin shader and GI (final gather set to medium quality but it shows up on high as well). I’m just using a basic 3 point light setup.

I think you need a bump map for the fabrics, and turn down specularity a lot for the fabric. Here skin could use more glow at the edges and richer cavities. The skin is still waxy and slimy. Doesn’t look like she has any blood flow either. The hair looks like a helmut, and hair tends to be quite transparent, yet is bunched together. You may have to throw a few card style hairs with alphas to break up the hair for more beliveablity.

I agree with your fixes thought too. Its an interesting pose too. Will her skin be torn up in places, she seems so clean for a biker?

The work is coming along, and the pose is nice which is always going to help a lot.

I like the way you have her hips up one way and her shoulders the other, makes for a nice contraposto. However I think you could push this further because she doesn’t look like she is bearing any weight on her standing leg. Infact from the front it looks like she’s stationary, and from the side it looks like she’s walking, or about to take a step at least.

If you brought her stand leg inwards significantly (ie so her foot lines up with her groin) then that’s really gonna put some weight on it. Also then you’ll have a nice s curve running from her feet to her head. I’d also bring it forward a bit so that the back of her heel lines up closer to the back of her scapulas, that’s also gonna help with the weight thing.

I only mention these because you’ve clearly put some work into the pose, so it’s worth pushing it as far as you can.

nah that dont work, ive tried it.

Great model. Great workflow and modelling within Zbrush.

The SSS issue in max might be related to the real world scale of the model. You can adjust this by scaling up the model or dialling down in the material.

model is coming along really nicely

I think the clothing spec should be turned down just a bit and also the skin, it looks barby dollish, espesh around the shoulder, turn up the back scatter a bit, also the inside of the helmet bugs me, a helmet is meant for protection and has big padding inside, yours is very thin and would hurt like hell if she landed on it ;p

for the hair, its just too straight at the front, make some of the whisps come down so it looks like there seperate chunks, and the shader needs some tweaking… have a look at hair ref for the shader.

good luck