ZBrushCentral

Devinara - Character Model (base mesh nudity) update: base mesh included

[quote=“oofnish”]
Hey everyone, its been a while since I posted here. This is a character model sketch that grew from a pose test of a new base mesh. I like how its turning out so far, although most of the subtools require some serious retopo in order to improve detail.

So far everything’s created entirely in zbrush, although the body mesh was thrown through topogun to clean up the orginal ZSphere skin. The eyes and body mesh are using a diffuse texture, but everything else is polypaint in the colored version.

Also uploading the base mesh in case anyone is curious. The final posed version has a number of small changes to the face and anatomy that need to be recreated in the base ( accidentally deleted my ‘unposed’ layer and lost the updated t-pose :frowning: )

Colored Version:

[attach=197063]color_turnaround.jpg[/attach]
All comments are of course welcome! Thanks for looking.

-Oof
[base_thumb.jpg

Attachments

Emma_Stone1.jpg

Looks Awesome!

Cheers,

Joe

Great JOB oof!

Is there a Mac version somewhere out there for this mesh??? The unzip app is Windows (so is the mesh) so I can’t do anything with the zipped files or the Zbrush files on my Mac. :wink:

Looks really nice. :+1: thanks for sharing base mesh workflow and thanks once again for base mesh :slight_smile:

Thanks man! Very nice work. But can I ask, wot you technique use for made eyelashes? I downloaded base mesh, and saw lashes like soobtool. You make it in ZBrush? Or other application? If you can, bring here small tutor about eyelashes…

Thanks again!

Well, somehow I missed the new responses to this thread!

aerofx – Thanks! I can see the similarity with Ms. Stone – unintentional of course. I’m miserable at getting a likeness (a lot easier in 2d vs 3d!), so it would probably look less like her if I had actually tried :slight_smile:

meshmasterLLC – Glad you liked it!

HYDE – Thank you. No, there isn’t a mac version yet. While I do have a mac, the license doesn’t transfer between mac and PC. The file is currently from ZB 3.5 – if I resaved it in ZB4 for PC would you be able to open it, you think? Or, if anyone knows a way to transfer files between OS versions, let me know. I suppose I could always dump it to an .obj if necessary.

ram29_anim – Thank you, and you’re welcome

erbrugger – I’m certainly not the best around at making eyelashes; I’ve seen much better examples on ZBC than mine! But, here’s a description of how I did it. I did do it in Zbrush. I’ll try to follow up later with a step-by-step image tutorial if you like. The basic gist is to use mesh insert on a copy of the eyelid mesh, and then later delete the eyelid part when done.

  1. create one or more ‘eyelash templates’ – basically just simple meshes.
    1a) I think for mine I created a cone 3d, turned the number of sides down, but kept a good number of rings.
    1b) I stretched the cone using deformation->size, of course you want it to be very long and thin.
    1c) Applied a slight curvature using deformation->sbend
  2. hide all of the polygons on your eyelash except for the circle at the base and the first ring of polys going up the sides. Use the Transform->S.Pivot button to place the pivot point in the center of the lash, and slightly above the base.
  3. Use the tool->preview window to rotate the preview of the lash until it extends toward the viewer. The curve can be any direction, but I set it so the lash curves upward. Don’t forget to use the tool->preview->store button to change the tool’s world space orientation.
  4. Make a duplicate of your head mesh, or at least the portion of polygons that make up the eyelids. (duplicate subtool… on the new duplicate hide all but one eye… use del hidden to remove the hidden polygons.)
  5. remove all lower subdivision levels of your duplicate mesh.
  6. Select the mesh insert dot or fit brush. (either of those will work try them both). Use the brush->Modifiers->mesh insert preview button to select your eyelash.
  7. get up close and personal with your eyelid, (turn symmetry on if you’re feeling symmetric), and click and drag your eyelash out from the eyelid. it is a little hard to get used to, but the initial direction you drag determines the orientation of the lash, and if you backtrack, it squashes it. Alt causes the lash to flip if it’s drawing into the eyesocket. if the lash seems to be hovering over the eyelid, adjust the brush mod setting negative to have the origin sink into the surface a bit. (or go back to step 2 and choose a new Pivot on your lash)
  8. Repeat 7 until you’ve got a eye full of lashes. vary their direction, concentration, and length to get a more natural look, and don’t forget to clump them.
  9. when satisfied, select the duplicated eyelid mesh (should be its own polygroup) and delete it. You’ll now have an eyelash subtool!
  10. use the move tool to sculpt the hairs as a group, and the move topology brush (new in zb4, big help) to change just one hair. one thing you might want to do is mask the base of all the lashes so you don’t accidentally move them off the surface of the eyelid. You might also want to split the sets of lashes into separate subtools if you created both at the same time – makes it easier to work with expressions.

Hope that helps!

-oof

Oof, thanks for this base mesh, I’m using it in my current WIP http://www.zbrushcentral.com/showthread.php?p=856456 - you rock for making this available! Hope you like what I did with her :slight_smile:

Hi Oofnish!
Great female base mesh!!^^ Love it!
Gonna try something with it :stuck_out_tongue:
Thanks for sharing :wink:
Chris