ZBrushCentral

Female head sculpt

really good start on head and texture. She has a lot of character and love her mouth. She seems a little on the masculine side though. maybe jaw line needs to be softened but not sure. She reminds me of a woman I knew who was a tom boy all the way with short bob hair or a female sports star. Like how you are showing the stages you are going through with her. Keep up the good work.

p.s. I thought this might help with getting scale of the females face if you didn’t know about it there is a great web site that has some free pics on it of females and males especially made for artists.

[http://www.3d.sk/index.php](http://www.3d.sk/index.php)
(nudity though)

skin14.jpg
Cheers for that Seavannah, Will prove a great help in future!

Here’s what i have come up with so far for this work!

Another Update!

makupLashesBROWS2.jpg

Cool.

She looks VERY much like the Bulgarian singer Vanya Shtereva.


Awesome head. Cool expression too and her eyes seem to have a lot of character. Her ears could be more translucent but not sure how to do that in zbrush.

the eyes seem very realistic, would you mind sharing the process you used to create them?

Wow. Looking really good!

Thanks People, This piece has been all about me learning the workflow for bringing item from Z-Brush to C4D so eyes and things are created in there.

James the eye shader has taken me about 3 days to perfect and has the ability to dial up veins and blood clouds and bump so i will be able to reuse over and over, it is created from a translucent material with very low transparency also. The outer eye uses a gradient ramp texture which fade out towards the cornea fading to another small ramp with a red vein texture applied. all texture (for veins, bloodclouding bump) aprt from the iris is created using the noise filters in the layer, to enable a quick and easy solution to the eye creation process.

Eye1.jpg

Really quick different eyes!

The final effect is theskin shader letting the light through the eyelid.

I can go into more detail if you like but best to send me a pm.

Ha Stev as to Vanya Shtereva. Its a complete coincedence!

Womball I will be tweaking the depth map later after her hair!

Wow, that’s cool. Eyes are a big problem for me, thanks for sharing your method.
When I saw the raw clay model I could almost swear that it was a portrait of that Bulgarian biatch Vanya Shtereva.
She has that typical loooong face, thick lips, somehow pointy nose. Everything kinda coincided.

Vanya has green eyes, though. It would be interesting to see what your model would look like with green eyes.

PS:
It’s Svet, not Stev. :slight_smile:

Great job! :+1: :+1:

Sorry Svet :o

Here’s an update!

FullLight.jpg

What do you all think so far?

This is my first real attempt at hair so be gentle!

wow nice render and expression, could we see the basemesh?

looking good man.

Heres the base-

baseMesh.jpg

It’s topology is loosely based on the old head that you could download from pixologic which I did use to sculpt heads for a while but found that the model had serious limitations off normals and no uv’s so I made my own with gulltet and ocular socket in maya.

I use the technique of creating a partial ocular socket (at first i created a complete socket and noticed an interesting effect at render so removed the final closing edge loop) which enables you to visualise the socket as an inversed eye, a kind of opcital illusion which shows you where the iris/cornea would sit if looking directly at the viewer.

She’s lacking a diffuse map and i’m not sure as to what this entails can anyopne enlighten me? it may be the finla touch she needs??

A diffusion map is used for the parts of an object’s surface that scatter light.
It determines how much light is reflected, as well as absorbed by the surface.

Diffusion isn’t the local colour itself.
The diffusion map will determine how much of the local colour (your colour map), you’ll see when it’s finally rendered.

Looking great by the way; and very nice base mesh :+1: :+1:

Little concerned about her lower left eyelid (the shape of the ‘bag’ caused by her smiling!)

cheers :slight_smile:

Chris

makupLashesBROWS4.jpg

Latest update!

Changed depth map and added diffuse. Difference is very lite but it does help.

I have changed her brow slightly and will add more wrinkles to show this more, have also closed her left eye more and sorted the bad deformations around bottom bag.

What do you think?

gh -

Got to say: She’s looking better than ever… really great in fact :slight_smile:

As a picture speaks a zillion words, I’ve attached this PA for you:

Keep up the good work :+1:

Chris

Attachments

makupLashesBROWS6.jpg

Another update.

Looking really good. A couple minor things:

The skin on the forehead, near the eyebrow, and near the chin have no imperfections. They at least need tiny tiny pores or even super tiny wrinkles to just remind us that she’s only human :slight_smile:

The lips could also use that same very very fine detailing and even perhaps the edges of the eyes on the eyeball. Just the slightest, nothing too noticeable.

The specularity on the skin looks a little off, like it’s too soft or not quite the right color.

The upper lip, right at and around the dimple, needs a little pore action as mentioned above. It could also use some of the same color and specularity you have on the lower lip, match them up a bit more.

Hope these help.
Great work!