ZBrushCentral

Free ZTL Model from Nick Zuccarello (new VIDEO page 9 added 8/7/08)

Thanks Nick! Last month I was in the same position as you I had created a base female body, but as I began sculpting I found all sorts of areas that would have been improved by generating a better base mesh. However, I’m still working the character so I won’t be re-topoing until I’m finished.

I think you might be able to modify the genitiles, but I don’t think that’s the right approach.

Thanks again for sharing!
Gary

Thanks alot nick, great job on that base model.

Really superbnaseer.jpg

Thank you so much. It is very kind and generous of you to contribute such a quality asset to the community. and thanks for the video giving details about the changes you made. helps some of us understand topology better.:+1:

nice update! thank you for sharing this!

Nice one!

Thanks Nick.

Oh Nick ! you gave the male base mesh genitals! spaceboy412 will be very happy for this ! he was so eager to see this guy with genitals lol !

By the way Nick, been visiting your blog , very good works :slight_smile:

Have a good newyear too :+1:
I’m curious how the model behaves and give it a try, thanks!

Thanks for the kind words everyone.

@RonniePenko-Now that made me laugh out loud a bit. :slight_smile:

I can see the point people were making. So here it is, the full body. Not sure if it makes things better or not but “it” is there if you need it for whatever reason.

Peace y’all!

NickZ. :slight_smile:

Thank You.

thanks for sharing! mesh is great!

Thanks a lot for the models man,
you are great.
Kriss

Superb work and great community spirit. Love your work Nick.

much much appreciated nick,thanks for sharing:D:D…and specially for those nice words

first of all, a big ty for the model, it’s been a big help reference-wise

quick question though - is there a way to move the eyes away from his head? also is there a version which has that amount of detail but at a much lower subdivision? my comp chugs away with the 5.2 million poly’s it has

thanks again! ^^

@Max235 - I’m guessing that you are talking about V1 of the model. To move the eyes, you will need to mask all of the body. So to do this I was hiding the eyes (Ctrl + Shift click on a part of the model to hide/show polygroups that I set up.) mask the body by holding Ctrl and dragging a marque around the model. Now show all of the model (Hit Ctrl + Shift and click anywhere in the open viewport away from your model. Now you should have all of your model visible with the body masked and the eyes unmasked. Put your tool into transform mode with the transpose tool, draw out your transpose line and then move the eyes to the desired location.

This is quite a process, that is why I moved the eyes to their own subtool in V2.0 of this human character.

As far as looking for a lower resolution model, I saved out all the subdivision levels as OBJ models, they should be still available to download on the very first post on this thread.

Hope that helps, and thanks again everyone for the kind words! It’s cool to see that there are still people being blessed by this thread!

Peace,

NickZ. :slight_smile:

oh I’m freakin blind, didn’t see them at the bottom lol, thanks ;D

thanks for the help, got the eyes moved ^^

Thank youuuu

I thought you might like to know that I employed the updated version of your base mesh too make a logo for a local community out reach center where I live in Virginia.

the hardest part was simulating the cloth in Maya

sharing the good seed

sharing the good seed v2

after these I cell-shaded it in Maya
the on that was chosen was version 2
LOL I was actually asked to tone down the female bosom