ZBrushCentral

Matthew Kean Sketch book

color adjustment:

[

](javascript:zb_insimg(‘187416’,‘23.jpg’,1,0))

Quick question, why do my images seem so grayed out in CS4 when they are exported from zbrush?
Shouldn’t they look like whats in zbrush?

Wow, I’m loving your work! Just wanted to ask how you get the more realistic skin as in the dimples and dots, what brush did you use? Anyway keep the work coming, also I can’t wait to see the final old man with hair :D:+1:small_orange_diamond:+1:

Nice work !
Maybe you saved the material in a seperate channel ?

Nice work, very cute chipmunk :slight_smile:

Zak_Keen: hey thanks, that means a lot :slight_smile: As for skin: I make alphas in photoshop and apply them first with the standard brush, and then another layer of detail with the elastic brush. After I get it where I want it in the areas that the piece will focus on, I mask off those parts softly and apply a modified surface noise. Its actually possible to create pore like noise with some work on the curve.
The old man is on break right now. Working on the “wise guys” going to really push this one to be a great illustration.

anigroove: thanks for the kind words:) and the image itself is just “exported” from the document menu. Its the grays that seem to be off. Would photoshop adjust them without my knowing?

Santis: your sketchbook is great, really enjoy your stuff. I actually am not happy with how the chipmunk came out. the class needed the model and fast, so thats actually about 45 min worth of sculpting and an hour of retopoing :confused:

For all involved, where do you see these guys? I’m thinking an alley way, kinda impromptu photo:) Im glad Im still able to hold their stylized feel through the pores. Also I’m going to finish coloring and detailing the heads, not Im wondering if I should start the suits afterwards? or should I take the heads into maya and finalize them there and build the suits after thats said and done. Any thoughts?

Thanks for the help, shame about the old man looks like I will have to wait.
The wise guys are going well, keep up the great work!

The wise guys remind me of a group from the Mafi lol, I think the alley idea would really work, can’t wait to see the final render. :D:+1:small_orange_diamond:+1:

The wise guys remind me of a group from the Mafi lol, I think the alley idea would really work, can’t wait to see the final render. :D:+1:small_orange_diamond:+1:

Thanks, and thats sorta of the point :stuck_out_tongue: they are kinda mafia like characters, just not as refined.

Hey Matthew!
I really enjoy the style you give to man’s anatomy!
Keep up the great work!

As I finalize the texture for the chin tuft guy, I started the detailing of the teeth one, he now has a crew cut:
[23.jpg](javascript:zb_insimg(‘187530’,‘23.jpg’,1,0))

Mind you, all hair is merely used as a reference. when rendered I will use maya hair overlayed on top of the shell of the hair sculpted, but only after I smoothed it out some. Then I’ll use the general shape I sculpted to be the under lying form, and the sculpted detail will reference how I style it.

hair will applied to model such as this:

[23.jpg](javascript:zb_insimg(‘187536’,‘23.jpg’,1,0))

As you see the hair is to the head, but not all the way. the chin tuft is the same. where as the eyebrows and soul patch are at skin level. these wont require any volume aid.

I think we see a pattern
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](javascript:zb_insimg(‘187992’,‘cocl.jpg’,1,0))

Okay, so as I work on detailing these heads more and more, especially the latest one, that was just so you could see the starting detail, I began looking at the head I posted with color. obviously thats a test of texture, but I went ahead and finialized a texture, just so you can see what they’ll look like.

I also inflated the detail on the head slightly:
[attach=188004]cocl.jpg[/attach]

Attachments

cocl.jpg

thing I love about zbrush: the ability to project textures! mask off what you don’t want to project and tweak and tada, a base for a new textured head :stuck_out_tongue:

[

](javascript:zb_insimg(‘188005’,‘cocl.jpg’,1,0))

So Im slowly removing the hair from everyone. not like all of it, the eyebrows will go, and the hair on the two that have it will be smoothed down greatly. the chin tuff guy will might shave before rendering, or will just have a smoother tuff.

Anywho continuing on:
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](javascript:zb_insimg(‘188300’,‘bruiiser.jpg’,1,0))

we’re still moving baby:)
[

](javascript:zb_insimg(‘188354’,‘bruiiser.jpg’,1,0))

Going for a new direction now with the wise guys: here’s the new dopey looking one, now just not so dopey :slight_smile:

[wiseboy.jpg](javascript:zb_insimg(‘190075’,‘wiseboy.jpg’,1,0))

Attachments

wiseboy0.jpg

Nice character designs :slight_smile:
I think all of them have too red lips, the contrast is very sharp againt the rest of the skin.
I like where this last one is going, it’s great to see some details, keep it up :+1:

Updated the head:

[

](javascript:zb_insimg(‘190164’,‘ZBrush%20Document2.jpg’,1,0))

Im liking it a lot:)

Going to adjust the rest accordingly. one down three more to go

Your monitor’s saturation must be really low because a lot of your polypaints are way too saturated. Tone down the red and lighten up the skin tones, unless you want everybody to look like they’re tanned, have skin cancer, and wear lipstick.

I have a brand new hp HD monitor. but alright maybe its me.