ZBrushCentral

Human sculpt - nudity

Heheheh
Love the T pose… Well i have not done a lot of people in Pixols mostly doing Monsters and such. I figured it was time to get one down so here we go. Feel free to comment and critique.
This and Pumaman are eating up all my freetime now : )

>>EDIT UPDATE <<
closeup.jpg

Attachments

full.jpg

arm.jpg

humanBodyBack.jpg

humanFace3Quarter.JPG

…Yeah looks good so far. I think I would like to see more of the front of the rib cages and maybe more weight at the bottom of the pecks ( around the sternom ) …anyway it looks really nice.

If there is some free time, the thumb is a bit lumpy and out of proportions. Making a body like this, pfff, a lot of work. I like the shape, it’s not overdone, just natural. Great job! When it is finished you wait for ZB 2.5 and have fun posing it :+1: :+1:
5*

Great Scott Spencer… very convincing, strong sense of form you have . He appears to be a short man? Looking forward to this one.

Cool. Curious Scott, why do I have the feeling an alien will rip out of his abdomen? Maybe it’s just this time of year… :wink:

Told you once and I’ll tell you again, this guy rocks even though I didn’t get to give you much feedback at the time. I have to agree with some of the comments though especially MASTERSHOKHAN’s response about the pecs. Even though he’s in the bind pose and I understand that they’re stretched across his chest. The ribs and serratus look a little weird though in my opinion. The forward portion of the oblique looks a bit boxy too but that’s just me nit picking. The face is great, just love that.

Definantly can pick out that it’s yours just from the style. It rocks mucho butt. Can’t wait to see puma man also.

Rock on yo,

looks great :+1:

Thanks for the input guys. Humans are such a challenge especially when you are not wworking directly from one. Its an odd line between imagination and experience. Your eyes are all appreciated on this.

Will: thanks!

Kyphur: Thanks man, your crits have been welcome since day one back at school. I am playing with the origin of the pectoralis. I dont want too much bulk there but there is some form that is conspicuiously missing I think. I played some with the external oblique too and relit the model. I will get an update up as soon as I figure out how to make a QTVR (feeling experimental today)

Jason: I think you just inspired the second step of this project ; )

Joe: Thanks for the comments Joe! I am a big fan of your work. He is short, I believe he comes in a little over 7 heads. With the compact torso and muscles I suppose he is a wresteler : P

Bas; Thanks for noting that. The thumbs got distorted when I morphed my rigged model in Maya and I totally missed that weird stretch. Thanks again! Thanks for the kinds words too.

MASTERSHOKHAN: Thanks for your observations and comments : ) much appreciated.

BAH!

Gave up on QTVRE and went back to the tasks at hand.
I started posing the mesh before I went into too many edits since I know this will involve much resculpting.

Here I am so far…Gotta give some serious attention to that hand as it essentially collapsed but I lost far less work than I expected : ) I found some nice little tricks in Maya which translate well over to the mesh when its back in ZBrush… More updates to follow. Thanks for looking.

nudeDudewithStick.jpg

Very nice man… only he is missing some nipple’s :lol:

very awesome and very taut… you know… taut…

Sorry for the Goldmember reference. :smiley:

Seriously, looking good. I like the proportions, they make him look short and stout. I think it comes across mostly in the legs though. nods The only thing I would have to say something about is his left wrist’s angle and the fingers of his grasping right hand.

Other than that it is looking really, really good.

Are you going to texture him?

BTW, if I remember correctly there’s a command in PRMan that renders out the frames automatically for QTVR and then you just pump them in and it reads them in sequence. Atleast I think there is but I’m also remember from way back in the day in Kesson’s class when we did those. I haven’t had the opportunity to do them since.

Anyways, keep up the good work.

Rock on,

Wow thats is fantastic, I tryed dong this once I use the words tryed as this is how I wanted it to come out.

Fixed up that gimpy hand which was a battle since the rig was not too hot there and I was moving points on the base mesh with ZBrush : P

Hope you enjoy!

S

Attachments

turnaround02.jpg

rotation.jpg

hello scottspencer.com
the model is looking really good since i last saw it. im really diggin the pose that you chose for him. couple crits for you the jaw line to me looks pretty far back and a bit squared and both feet seem to have a really high arch on the top of the foot. perhaps lowering where the foot comes off of the shin as well so that the arch begins closer to the ground. other than that its looking good cant wait to see what else you do with him.
cheers,
Ricardo

Hey Scotty-

Nice work bud. This has come a long way! Very “traditional”.

Scott

Looks pretty cool Scott. I like the pose, but the arm holding the staff looks a bit on the rubbery side, i.e. the bones underneath the flesh don’t look to be bending right. It’s mostly in the forearm, but it’s hard to tell without seeing it from all angles.

Keep it up dude!

Thanks Chad,

The pose was an experiment after I had done a lot of sculpting… Ideally I think I would be sculpting the arm in position instead of playing catchup on an already posed mesh. You are right tho, Im just glad you cant see it from behind ; ) I think I got a weird rotation on the forearm joint. Thanks for your eyes on that.

Anyone know of a relatively turnkey rigging script that will distribute weights better than smoothbind? : P

Scott: dont call me scotty. jk hey man, thanks for the compliment : )

Ricardo: thanks Ricardo. Always rockin the good crits ; D “maaaa” ; )

Here is a shot of the masemesh.
wires.jpg

hey scott,

ur works is amazing, and ur mesh seems to have all the right topology too, how do u do that with Zbrush? for my model i just created a block in in Maya exported to Zbrush and when I sclupt every area of my model have uniform geometry. (ie even areas that don’t need may polys get alot of polies )

I am working on a project rite now but its a female rather than a male, I’ve got a question, I want to do the skin details like the pores, the criscross in the human skin with alpha textures however my polygon count is currently only 800k which is way too low for high detail with projection master i mean my ears are faceting badly. I want to divide once more but that will become 3.2 m polies but that will slow my computer down to a crawl.

is there any trick u can recommend?

Ti22, you can subdivide the ears only by hiding the other parts

OMG you are right all I had to do was read the message that pops up (tells me to go to the lowest sub division) :smiley: i thought it wasn’t gonna work, Just tried it out and it works like a charm thx dude, this changes everything for me.

and scott sorry for asking questions for my personal reasons in your WIP thread i just thought since your working on something similar to what I am working on you or anyone else might be able to shed some lights.