ZBrushCentral

Joe Menna Toy and Collectible Sculpts

Tim, I sculpted the whole body in pose, no symmetry. Then I Zremeshed the whole thing. I have the head initially as a separate subtool, by the way. Then I use UV master to set up some UV’s…then I masked off the areas where there would be no texture, also used this masking process to generate all of the trim and straps along the way via extract and panel loops. Next I used the surface palette to generate the geometric pattern on her suit (made a tile in PS with one cell of the pattern), made a layer, then applied the texture to the model via surface…then I adjust the layer more or less to increase or decrease the relief height of the texture. This is a shot of the actual production file. The left leg is one piece, keyed and separate, the arms are both single pieces, the head and neck are one piece and draw from the body via the neckline of the suit as one unit keyed in to the torso, the whip is in three pieces, too.can’t show process or any other shots at this point. this is the official pic DC posted and I have to hold off until the product is out. also, DC and a lot of my other clients don’t really dig me posting process shots. I’m happy to be able to post the renders. I work crazy hours and don’t have the time to create the kind of posts that show all of that stuff in a really helpful way…but video 20 in the link to siggraph above shows most of my workflow. I almost never do two jobs the same way and am always experimenting on the fly

I really, really appreciate the kind words, folks. I’ll see if I can post some WIP stuff when I’m allowed to post renders in general of the piece. thanks!!!

for Maul? that was my first time fooling around with Keyshot and I just noodled with it until I got something that looked okay.Still screwed up the straight on shot with the focal length…you can see the one forward leg is all blurred out to the point of being pixelated. the Catwoman is just a straight shot from ZB. I did some keyshot renders that I like of her but can’t show them yet. thx!!

Thank you for your explanation Joseph. :slight_smile: I understand your limitations . Clients first. I’ll look in to that video. I guess I might have made the question too long so apologies for that. --atb- :slight_smile:

Please, man…not at all!!! hope that’s enough information. I have a feeling if not from me that there will be a lot more resources out there to learn about digital toy stuff from. I’m trying to get into teaching or other avenues but my work schedule constant stifles any other ambitions I have most of the time :frowning: Hope the info above was helpful

Gorgeous work! Always impressed by your work, sir.

LOL. I’ll let ya off for now!! :slight_smile: :slight_smile: I do want to ask other Q’'s but will digest what you’ve passed on Joseph. I watched the Video and enjoyed that. Will have to keep reviewing to pick out all the gems. The main thrust of my initial question was whether clothing extractions tended to print well but I didn’t put it over too well. BTW; If you venture in to teaching then maybe you should be the guy to do a Digital Popsculpture book/vids for guys like me trying to transfer over. I like physical sculpting but it’s a space issue for me- and digital solves that for me. Printing is off the cards at present but would be nice to know my doodles would print. --atb – :slight_smile:

the textures print fine. If you look at the Grundy pics earlier here…the textures in the digital sculpt actually made it all of the way to the final product from the factory. My rule of thumb is to double down…go 2x as deep…but it varies. like all things, trial and error and experience will guide you.

Great tips in your workflow for 3D printing. Thanks heap for sharing

Reviewed your video demo again Joseph. Many thanks for the Boolean demo; helped me key up a statue in ZBrush . The articulation was really helpful in that. I do have one question about your demo model- Did you make his trousers a separate mesh before detailing and sculpting or was the detail sculpted straight on to the base model? I am sculpting a Miss Marvel and am wondering if I can sculpt her swim-suit straight on or whether I should use an extraction… – atb and thankyou-- :slight_smile:

love your works and looking forward to seeing the new toy made from you…I saw your siggraph presentation and just wondering where could i find the Brush in which you can make line onto object…The brushe looks like Diam Standart bu this one looks more efficient…can i have the link of the brushes pls , or where can i find it ? thks in advance.

Thanks man. What was the name of the brush you were using on Grundys face? I couldn’t understand you do to the noise when said its name, it sounded like you said XFD big brush?

http://www.michaeldunnam.com/free-stuff.html#StrokeBrushes1 Michael Dunnam’s dig brush on this page…saw these on CGChannel some time ago and have been using them ever since. great set of brushes ! Tim, I sculpted all of the anatomy, dynameshing along the way…then at the end retopo’d the legs, used uv master and surface for the texture…then projected that texture back onto the qremeshed (now Zremeshed) legs set up with sub-d levels. I really, really appreciate all of the kind feedback and questions. I’m in the middle of the NYCC crunch . have an educational project coming up possibly and will keep everyone posted…think you all will dig it. Thanks!!j

wow, cheers Joseph. lots of info there for me to look in to. Doing better already thanks to you tips on Booleans. Looking forward to seeing your next figure and any educational stuff too. :slight_smile: – thanks again, atb–

I apologise for bugging you again Joseph; did a search on line and didn’t find the answer. Referring back to your video demo; how do I use maya 2012 which I have to scale my model in CM or MM as desired? I want make a female sculpt, 270mm on the Y and a shoulder width of 52 on the X, $0 for the hips ect/ Can you assist me? many thanks @ atb – :slight_smile:

I haven’t used maya in a while but just match the model to your reference image and scale accordingly. Make sure your units are set as needed. You can double check in zb by checking the true size in 3d print exporter. If you don’t have ref set up in maya, simply non-proportionately scale your model: scale to 270mm along y and 52 on the x…but isn’t y your horizontal linear axis? if you model is sculpted proportionately as your reference or control art indicates…then just globally scaling to a desired size should have you all set? If you don’t have control art…just scale non-proportionally (meaning one axis at a time). Hope this helps. Don’t over think it…do it and see how it looks, then if it’s not right, do it again. Trial and error is the best way to figure this stuff out from my experience and that’s not being glib…take care!J

Cheers Joseph. :slight_smile: I tried an error-ed all day today! I don’t use Maya to sculpt. Did the sculpt in z brush, used the 3D Print exporter, set Y to 272 mm and tabbed but the program set my X width to 125mm. I used the deformation Size slider to scale down x and z till I was happy. Hit Update Size Ratios and it played ball. But! when I exported as STL nd tried to look at the figure in Nettfab, the model read as being .1 mm. Man this stuff is more infuriating than mold making!!! lol. About control art; does scanning in a drawing that’s to scale stay in scale when imported? - many thanks - :slight_smile:

Absolutely amazing and inspirational work!

I am very interested in the workflows that you use, could you please give me the link to the Boolean tutorial as I can’t seem to find the link?

thanks!

The Governor.jpgThe Governor I digitally sculpted for McFarlane’s Walking Dead Comic Book series.

Attachments

The Governor.jpg

Mace Windu for Gentle Giant LTD. I digitally sculpted what is shown here and Mr. Will Harbottle put the final touches on it for production in house. Character and images copyright by their respective owners and used for portfolio purposes only.Mace.64.jpgMace.65.jpgMace.66.jpg