ZBrushCentral

First Female - WIP

Hello all this is my first post on these forums I have done 3d for a while and have just recently started trying to learn ZBrush. I really like it so far, im trying to do a base character I can use rig etc… eventually. But at the moment I am mainly concerntrating on the anatomy. I built the base model in zbrush and now have it in maya so i can fix/tweak the face (having a bit of trouble knowing what is wrong with it :frowning: ) and getting good topology for animation etc.

Here are some pictures of the zbrush model it was built from zsphere.
zbrushfemale.jpg

Any constructive criticism is very welcome. Thankyou!!

Attachments

wireframefemale.jpg

smoothFemale.jpg

Welcome to ZBrush world ;). Here’s What I think you should edit in her:

The Zsphere body:

1- I think the foot percentage to the leg need to be fixed.
2- Try not to put too much muscles in the neck because she’s a woman.
3- The curvature of the breast from the top need to be fixed.
4- Keep working on the hands

For the head:

I think you better do modelling (Maya of 3ds max) based on a blueprint because the proportions are not correct so you need to do in the head is:

1- The nose needs to be widen to the sides.
2- The position of the ear in not correct.

Just don’t worry and get down. Just remember that repeating makes perfection.

Good start, you have the basics in place, now its time o study the female form more to get things in better proportion and form.

View the silhouette of your model, create a turntable and look at it carfully.

Your notice how the pelvis and the hip creates the form that leaves a small dip between them. By making her pelvis bigger, adding some more visable pelvic crest, it will enhance your model.

Even out the distribution of the mass between the sholder and arms. Sholders more mass, arms, less, and forarms more than the bicep. Look at the masses between limbs. You need to add more mass to the inner thigh close to her genitals.

Add a slight curve to the shin bone more outwards. Do the same for the head, study the scull form, and keep going over the model refining the balance of the masses, posture, then start to add more detail. Use common bony land marks to help yourself visualize the connection between one muscle, and another. Rib cage, sternom, clavical, sernomastoid, scapula, Patella. These will aid greatly.

Good luck and keep at it.

Thankyou for your feedback its greatly appreciated!! I will try and get another image up tomorrow at the moment Im trying to figure out how to get normal and displacement maps out of zbrush and into maya.

Kemeral:
1-Im going to neglect the feet althopugh im still deciding what to do with this model i will prob give her enclosed shoes. I know there is definately problems there though!
2-I have toned down the details on the neck.
3- I have smoothed out the chest area above the breasts.
4- I did the hands in maya because i though that would be easier. The poly spheres where overlapping and made for some really ugly geometry :frowning:

I am not using any specific reference which is a problem I should probably try and do that especially for the head. I noticed the ears soon after posting and have adjusted them too.

Tez
Im yet to do a turnaround as that first post was used for a base model to bring to maya. But will do that when i get closer to the end. I have added the pelvic bone and learnt they are much higher than a males. I thinned up her arms and added in some bones. I improved the overall curvature of the model as a friend suggested the idea there are no real flat areas on the human body.

Thanks again Seb

If anyone knows of any tutorials on working between zbrush and maya that would be greatly appreciated!

Hi seb, I was sugesting to do a turnaround before you call the base ready for Maya.

Turn the shader flat, have it black, and do a quick turntable, and look carfully at the forms from all angles.

Here is a pic of what I was pointing out, pictures show it more clear. See the two dips formed by the Pelvis and hip bones.

http://img43.imageshack.us/i/sillo.jpg/

Keep it going, and join 3D.sk.com.

Hey again here is a bit of an update i still need to do more work on the ears and mouth area and details around the eyes. I also just noticed i need to fix her butt from side view. And please ignore the feet i know they suck.
update02.jpg

Thanks again!

Attachments

fdup01.jpg

To be realy honnest with you, I would just forget about the details and Maya altogether for now if you want to good results. Goo right back to Sub d level one and work on the masses, forms, and proportions. Trying to work with Maya and maps at this stage will only delay and distract you honnest beleave me, I did it myself.

If you realy want to make some seriouse progress, work on one body part at a time instead of a whole body. Stick to sculpting skulls, heads both male and female, then torso, arms, hands, and feet.

Good luck.

yeh its easy, dont worry if your first starting off and dont know what to do, just give it a bit of time and just fluke your way into it.

Here is my first zbrush model not really related but wanted to show it anyways. Yes i get distracted easily but still working on the female. Have a new post up soon.
lizard01.jpg

I agree with Tez on those comments. I find it really helpful to concentrate on individual areas as well and z-brush has all the tools you’ll need to build something like this without Maya at this stage. Nice starts.

Do you use reference? Keep lots of reference on your second monitor, check out 3d.sk, art books with female form or just an anatomy book.

Like mentioned before, first do the proportions and relations between limbs.
Also try relaxing her, she looks really tense in this half squad, upper back exercise pose.

It’s a girl, girls are soft. The hip bone and ribs showing that much suggest anorexia or something like that. The knees are really really hard, like the bone is sticking out, check the masses of the shoulder, it actually looks like there’s a part missing there. The neck looks ok, but don’t over do the neck muscles. Girls are subtle and soft :wink:

and as mentioned before, focuss on the sculpt right now and rendering later haha :slight_smile:

Ok so i have tried to go over it again working on individual areas and tried to relax her shoulders. I painted in all the muscles that i copied from an artist anatomy book i have and then smothed them out. I think i will settle on this model for now and move on and make some clothes and rig and pose her etc. Its been diffucult without using one person as reference as everyone is different and find it hard to find FREE front side pictures of people. Im still open from any comments or crits on the model.

Enjoy! Thanks again!

femalewip3.jpg

Well done for sticking at it. We only get better with time, and if we listen to more advanced artest we can skip a few pit falls that most of us make.

Regardless of having one, or many refferences, your soon start to see patterns, rythems in human anatomy that are seen in all of us.

Proportions and forms are essencial, and this is where you may want to pay more attention to. Details, rigging, clothes, hair are in addition, but will never hide the foundations of these.

3dsk.com is well worth the money, your have all the images you need, and for most, one month is enougth when you concider you can download upto 250 images a day, for a month.

Looking good so far. I have a few tips on female anatomy, and I did a paint-over to show some of the improvements you could make.

[attach=153280]female4.jpg[/attach]

Okay, so the most important thing about female human anatomy is the subtle curves and shapes that the body creates. I agree with oshiroii, women are soft and curved - always think about this when modeling a female. The breast is incredibly challenging, but we must think about how and where it connects. The breast is just fat lying on top of the pectoralis muscles and it connects to two main places. There is skin the connects it up to the clavicle. Imagine the fat being held up by the clavicle. But the breast is also connected under the deltoid muscle towards the armpit. Which is why in the natural position, the nipples slightly point outward from the body instead of straight towards. Only very subtly though.

These are just nit-picks;

1: A bit more definition to the arm, where the tricep lies.

2: Watch where the curve goes down the leg here.

3: Add some more love towards the feet, just needs more mass.

Female anatomy is really tough! I’m currently doing a female model myself, I’ll post mine soon and we can compare notes! Keep it up, you are doing great.

Attachments

femalewip4.jpg

Your an absolute legend thank you so much Ill try out those changes and have a new pic up soon. Look forward to seeing your model too!! I started a new model as I needed a break from this one and I only saved one copy of it and i get the error “error loading high def model” :frowning: all that work for nothing. I need to get myself in the habit of using layers too.

Ok i think Im done with this model for now going to play around with getting it working in maya. Thanks for all your crits and feedback. I am wondering if it is possible to do a wireframe render in zbrush or do i need to do that in maya??
Here is another still.

enjoy!

edit: nevermind figured out the wireframe thing. cheers

still.jpg

Hehe, getting better keep at it :slight_smile:
if you find it hard to find reference you can also look for it at ZBC itself, for example: http://www.zbrushcentral.com/zbc/showthread.php?t=058068 It’s not the real thing, although this one comes pretty close imo :slight_smile:

hopefully you don’t mind my paint over
[Untitled-1.jpg]

Main points:


  • keep gravity in mind, this will help with the softness, especially in the breast area.
  • Notice fat distribution at the tummy area and the thighs there’s usually a bit more.
  • Keep the side curvature there, but don’t over do it hehe.
  • Same goes for the muscles. A good way to add them is to sculpt them in roughly and with rather hard, but then start adding mass to them and smoothen en soften it and try blend them with the rest of the body.
  • Also mind the attachments of the limbs like Michael Janzen said. :D

Danke Wel oshiroii!

I tried to go over your suggestions i fixed up the forearms and widened them a bit and made the muscles start more near the elbow. I filled up her waist and back I realised it was way to extreme. I improved the details on the knees, feet and hands. Really appreciated the effort people are going to too help out. Cheers!

edit: also have shortened the arms and scaled up her feet

Just a few observations.

Take or keep as you wish. :smiley:

few idears.jpg