ZBrushCentral

Glukkon head (Oddworld Series) * WIP *

This is my second ever sculpt, so be gentle. I’ve followed advice from others and I worked from the start at the lowest subdivision level, creating the base mesh, and adding the overall shape. Everything is done in Zbrush. I finally found out how to use subtools too, and how to move them :laughing:

Here’s the head so far :

[ZBrush Document3.jpg](javascript:zb_insimg(‘164218’,‘dripik03.jpg’,1,0))

Thanks guys!

Attachments

ZBrush Document6.jpg

ZBrush Document7.jpg

ZBrush Document8.jpg

dripik03.jpg

Looks like you are off to a good start. There are only a few things I can see at the moment. Start defining the eye socket/brow area and cheek bones a little more by pushing and pulling with the move brush, and try to get that upper lip/nose area pushed in more and widen the jaw line out to help get that triangular shape at this sub d level. You probably won’t be able to do a whole lot until the next sub d, but you’d be surprised what that little bit can do in the long run. They seem to be based on a squid/octopus head, have you considered looking at that for reference too? Might help better visualize some of the complex curves. Keep it up, oddworld deserves some good tributes!

Thank you OctoBoom! I’ll take into account what you said, I really appreciate it. I didn’t think of the octopus thing either, cheers!

Added a tooth, a small cigar and altered the base mesh. It’s not gone past subdivision level 4 yet.

Things to do :


  • Work on the eyes, nose/mouth area and the top of the head
  • Sculpt finer details
  • Texture each subtool

[GLUKKONWIP SUB.jpg]](javascript:zb_insimg(‘164276’,‘ZBrush%20Doglucument.jpg’,1,0))

Attachments

ZBrush Doglucument.jpg

Created the Glukkon body, all subdivison level 4.

[glukkonbody.jpg](javascript:zb_insimg(‘164278’,‘glukkonbody.jpg’,1,0))

nice start :smiley: i’d like to see it completed :rolleyes:
(sry for my english ) !

I think you have to do a retopology for the head, cause some polygons will not let you to work in some zones of the head :slight_smile:

Thanks buddy :slight_smile:

What’s retopology, in layman’s terms? I still haven’t gotten used to these terms yet :lol:

The topology of a model is the grid that it breaks down into. It’s what you use to find a polygon count - each face, or square, of the grid is a polygon, with four vertexes per face. Zbrush alters the positions of these vertexes to move the faces, allowing you to sculpt your model.

Retopology tools in Zbrush allow you to remove the existing topology and create a new one that is better suited for your needs. For example, a face with straight rows of squares down the front of it doesn’t lend itself all that well to having arched eyebrows sculpted onto it, or eyelids, or even full lips. Using the retopology tools, you can create a high-poly character, then draw a new grid on it that reduces your polygon count and makes it more workable for whatever you need to do.

The following is a picture to help demonstrate why redoing the topology is so helpful for faces. I didn’t make the picture.

[[attach=164380]poly_regions.jpg[/attach]](javascript:zb_insimg(‘164380’,‘poly_regions.jpg’,1,0))

As you can see, redoing the grid allows for details to be added more easily. There are several tutorials that help further explain how to use the retopology tools, just search Google for them. You might also want to check topology guides for making characters easier to animate - trying to bone rig a high-poly(1.5 mil) character in 3DS Max is a warp nightmare. Hope this helps!

thank you Losgunn, it would be very hard to explain for me in english :confused:

Not a problem, Tarum.