ZBrushCentral

Characters: Crazy Horse & Stuff

After I posted the model below, I figured I’d make this a bit of a sketchbook thread as I plan on spending some quality time ZBrushing for the next few months or so and I could use some critiques…So here’s my first model…

This is a character I’ve been working on for the last 8 weeks while taking part in Cesar Dacol Jr.'s ZBrush Character Class. The class was great and I definitely think I took my ZBrush Character skills up a few notches. I’m pretty happy with my overall progress, though there’s a few things on here that I could have done better. But that’s what the next model is for :wink: . I’m calling this model done and moving on as the file has become quite large and difficult to work with. I don’t plan on texturing him as I’m just focusing on modeling and sculpting for the time being. I welcome any comments or critiques.

Here’s my original concept sketch…

[attach=99016]CH_Concept.jpg[/attach]

And the final model…

[attach=99017]CH_Armor_01.jpg[/attach]

Attachments

CH_Concept.jpg

CH_Armor_01.jpg

Here’s some nudie pics! Ooohhh la la!

[attach=99018]CH_Body_01.jpg[/attach]
[attach=99019]CH_Head.jpg[/attach]

Attachments

CH_Body_01.jpg

CH_Head.jpg

Nice model fatkid great detail on all the clothing, specially the shoes. You definitely should give him some color, maybe after you get tired of sculpting :wink: . What was the main focus in the workshop class?

amsomnia - Thnks for the kind words. Maybe I’ll texture him later, as for right now I’m just trying to improve my sculpting skills. The class I mentioned can be found here…http://workshops.cgsociety.org/courses/000063/

Here’s a skull with my first attempt at making a matcap. I’m gonna use this thing as base for a ecorsche style facial muscle study (as per Scott Spencer’s great book)…

[attach=99766]ZSkulls.jpg[/attach]

Attachments

ZSkulls.jpg

great work , man , your charactor is nice :+1: i like it!

Thanks barbarossaX!

Here’s my final skull anatomy study. This was all modeled from 2 poly spheres, one for the skull and muscles, the other for the eyes. I used ZApp to add the polypaint texture. I welcome any feedback or critiques, especially on anatomical accuracy. I was using a few different books for reference and they were all a little different…

[attach=99767]Anatomy_02.jpg[/attach]

Attachments

Anatomy_02.jpg

Wow! Well, that’s going right in my reference directory. :slight_smile:

NicoleBee - glad I could help :slight_smile:

Here’s an attempt at modeling/sculpting the female form. I feel pretty good with how it’s turning out but I still have a ways to go. I have everything in place I think, now I need to spend some time tweaking and refining it, trying to get her to look a little more ladylike. I feel at the moment it’s looking a little too chiseled and masculine. I would really appreciate any feedback or critiques on this model.

[attach=100050]Girl01.jpg[/attach]

Attachments

Girl01.jpg

The only thing I can think of, and this is simply a style suggestion, that a more relaxed eyebrow line might help her seem less severe. I like her jaw just the way it is, frankly, but if you weaken it a little you may get more what you’re looking for. :slight_smile: It’s certainly way beyond my facial anatomy skills!

Very impressive anatomy study! How did you manage to make each muscle seperately out of only 2 poly spheres? Love the muscle shader too. THe only muscles that look a bit odd are the chin muscles. The attachements to the under lip should be beneath the orbicular oris. The muscles on the chin vary alot due to illustrator.

http://www.doereport.com/imagescooked/9300W.jpg

Are you going to finish the nose or leave it as is?

NicoleBee - Thanks for the input, I’ll prolly close her eyelids a bit as well to help tone down the psycho stare…

womball - Thanks for the feedback womball. I just used a sphere for the skull (the other one for an eyeball), and then continually extracted each muscle part from the base skull. An exercise in extracting geometry to see how that whole process works. As for the chin muscle insertions, according to Goldfinger’s anatomy book, the insertions actually do connect into the orbicularis muscle fibers like that…I dunno, you’d think after the last 600 years of dissecting cadavers we’d have that one figured out by now…:confused:

Here’s a real time game asset, made from the ZBrush skull model I posted earlier…

[attach=100532]SkullComp01.jpg[/attach]

Attachments

SkullComp01.jpg

Well, here’s the final version of the the female model I posted earlier. I call her The Assasin. I was kind of going for a bit of a confident, powerful, look, with a bit of sinister sultryness in the posed render. She maybe came out a bit more masculine than necessary, but I would imagine in the future there’ll be some kinda buff female assasins running around. I welcome any and all comments on this piece…what you like, don’t like, etc. Don’t be afraid to be honest, I’ve got a lot to learn. Thanks. Time for dinosaurs!

[attach=102234]Assasin_M.jpg[/attach]

Attachments

Assasin_M.jpg

Here’s some ZBrush screengrabs of the model with polypaint and materials, as well as untextured…

[attach=102235]ScreenColor_S.jpg[/attach]
[attach=102236]ScreenGrey_S.jpg[/attach]

Attachments

ScreenColor_S.jpg

ScreenGrey_S.jpg

Doing a tough guy/hero type character…I’m envisioning this guy as some sort of mercenary with combat gear and what not…Still pretty WIP but I welcome any comments…Thanks.

[attach=102237]heroup01.jpg[/attach]

Attachments

heroup01.jpg

Here’s an update on the evolution of my hero character sculpt above. Kind of a cinematic quality character, coming in at 11k triangles, and an additional 2k triangles for his pistol. It’s got a 2048 normal and occlusion map at the moment. The diffuse and spec textures are in the works. Took some inspiration from Jesse Ventura’s character “Blaine” in Predator and Kilgore (“I love the smell of napalm in the morning”) from Apocalypse Now. I welcome any comments…

Merc01.jpg

Strange, no replies?

Very nice works here fattkid Keep it up! :+1: :sunglasses: :+1:

Thanks Darukin.

Here’s a final max scanline render of the Mercenary. 2048 Diffuse, Spec and Normal maps, 11,904 triangles.

01_MercRender.jpg

Here’s a few ZBrush screengrabs of the hi res model…

[attach=105183]ZScreens01.jpg[/attach]
[attach=105184]ZScreens02.jpg[/attach]

Attachments

ZScreens01.jpg

ZScreens02.jpg

In case anybody is interested…

Here’s a couple models I originally did last winter, before I knew anything about Transpose Master and rendering & compositing layers in ZBrush. I spent the afternoon posing and rendering the models, in an effort to breathe a little life into them…

[attach=108902]NewBeastColor.jpg[/attach]

[attach=108903]NewPriestColor.jpg[/attach]

Attachments

NewBeastColor.jpg

NewPriestColor.jpg

This is a work in progress shot of a portrait of my late Uncle Lumpy. He recently passed away in a tragic catfish noodling accident. Maybe once the sculpt is done I’ll get it 3D printed and make some commemorative salt and pepper shakers to give to all the relatives. R.I.P. Uncle Lumpy…

[attach=108904]Lumpy01.jpg[/attach]

Attachments

Lumpy01.jpg