ZBrushCentral

My Sketchbook

Thanks a lot for visiting my friend.It’s really nice to hear that you liked them.Of course I continue sculpting cloth in Zbrush.For these outfits I was on a tight schedule so I decided to use MD but still for my personal works I prefer using ZBrush.;):wink:

Changed hairstyle, added more details.Next one probably will be the last update for this character.

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Anatomy study.Hope you like it.:wink:
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Here’s something I did for fun.It’s based on a character from the game Shadowrun: Returns.He’s basically a fence.Providing weapons & equipment, buying & selling stolen goods. There will be a game-res as well.Hope you like it.;):wink:

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More shots:

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good job mohammad dadash

Azizi Ahmad jan.:wink:

Cool dude. Sometimes it is nice to move away from muscular heroes or fit girls and model something close to reality. Keep it up :wink:

Hey Anton, Wassup?:wink: Yeah I thought it would be nice to make something different this time.That game was full of great characters but I decided to make this old dude.It’s really nice to hear that you liked him.Waiting to see more from you.Good luck my friend.:wink:

I made this in my free time. All parts from scratch using good old dynamesh & clipping brushes. Rendered in 3Ds max using Vray. The design is not mine so I appreciate if anyone knows the concept artist’s name.Hope you like it.:wink:

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Finally finished this character.It was a long journey but it was super fun & I learned tons.There will be a game-res version as well but for now I wanna give it a rest.Hope you like it.:wink:

Vray Clay renders:

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More shots:

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Turntable link:

https://www.youtube.com/watch?v=bTTI7jzSoR0

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Nice! did you do all the hard surface stuff with zmodeler?

Eyvallll mohamad Keep rockin’ Bro

@Skinnybonez: Thanks for your comment.Glad you liked her.I made this character entirely in ZBrush & I used dynamesh + clipping brushes as well as Zmod for hard-surface parts.:wink:
@AhmadSoltani: Thanks for visiting buddy.Glad you liked her.:wink:

I’ve been checking your thread every once in a while, but never thought about commenting on anything. Just because I’ve noticed that your have decent skills to create a character from start to finish. For example, you have interesting ideas for design, solid and great hard surface skills… but your anatomy knowledge needs overhaul. It’s like your building a rough base and trying to hide your weaknesses with clothing, armor and gear. Even though we may never see the character’s nude body, you should really improve from your current level. It’s not bad, but it’s mediocre.

First of all, the full body of t-pose/a-pose/or just a posed character’s gesture/stance from the head to toes needs to have a weight and natural relaxed flow to it. Yours are kinda… a little bit stiff. When creating a next character, focus most of your time on anatomy, because then you’ll have a great base to build some clothing, fabric, armor, etc. because they will follow the shapes of the body more naturally. It’s just that when you’re mastering your anatomy skills to much higher level, your other skills follow on top of them like cherries on top. So yeah, your lack of fully understanding certain anatomical areas were bothering me for so long, that I wanted to let my criticism flow out now. ;D

When you’re starting a new character, I’m happy help you improve. I wouldn’t have said any of this if you hadn’t have potential to become a better character artist, so now you know. (;

Good job man! Keep crushing.

Great final result, my friend! I am happy to see her finished.
The amount of details is awesome and everything looks so natural. At the same time I do agree with FourtyNights - now when you mastered doing all this props it is probably a good time to concentrate more on anatomy since this is most important thing. I’m sure you can do it since I see how you improved in last years. Still there are gaps that should be filled. Feel free to ask if you have any problems so I (and I’m sure that others as well) will be glad to help you.

Couple suggestions about this girl. These are minor things but still worth to mention.

  • The hair stands out the most. There are obviously too few strands and to compensate it you made them too thick. Was that due to the performance problems? Judging by the amount of details you have already, adding more hair wouldn’t be such a big deal. Blondes have about 140k hairs, redheads - close to 100k and brunettes are in between. Taking the average number and considering she is half bald you need 60k hairs for this haircut. You can cheat and add less amount of strands to areas at the bottom of the cranium where they are mostly covered by hairs from the top. For V-Ray I’m sure it is possible to export lesser amount of strands as a guides and grow hair inside of Max. The haircut is not complex so it shouldn’t take much effort.
  • I should have told it before but I forget it… sorry. But that’s also a matter of taste. But IMHO the navel should be more defined and accurate. Cause this is one of the sexiest part of female body.
  • The bow on her boots are perfectly symmetrical :D.
  • Since you did a couple renders in V-ray it would be cool to see motion blur on drone’s propellers.

I hope that was somewhat helpful. Good luck and have a good rest :+1:

@FourtyNights: Thanks for the kind words & crits.I’ll keep practicing.:wink:
@Carl: Hey buddy,Thanks for the encouragement.Glad you liked her;)
@Vir Norin: Hey Anton, Wassup?? I’m glad to hear that you liked her.I’ll definitely try to sculpt some female body before starting my next female character.About the shoelaces I guess that’s because she’s really accurate.hehehe:lol: just kidding.Thanks for the heads-up.;):wink:

very good …I liked your evolution as an artist