ZBrushCentral

Neytiri

Excellent work, you managed to capture the character very well!:+1:

Cheers!

Great Job !!!:+1:

Wow! this is an incredible version of Neytiri, instantly recognizable and very realistic. Super work! Will she be textured and lit in another application?

It would be really cool if you could post those videos in the thread itself. See here: http://www.zbrushcentral.com/showthread.php?t=85640

We’d love to see more information about your use of ZBrush on this project. Maybe even a step-by-step. :)

thanks guys!:smiley:

manzarek123 - thanks man. I’m glad you liked the videos

marianosteiner - cheers, you’ve got a great portfolio and congrats on getting in the top row.

INFINITE - thanks mate. I’m not planning on texturing at this stage, but I’m might come back to it one day.

aurick - I’ve tried to embed the videos in this post so hopefully it works alright. As for a step-by-step, I’ll try to post a bit about my process in the next couple of days

Turntable

[veoh]v20206891DzrMc7kW[/veoh]

Timelapse part 1 and 2

[veoh]v20206919BJnJdR8z[/veoh] [veoh]v202070194APCgftP[/veoh]

Hey guys

sorry if anyone has had trouble viewing my site, I’ve had a couple of server problems.

I thought I’d give a bit of information about the process I went through in creating Neytiri. There’s nothing really special about my process, I started with a base mesh created in Maya. In Zbrush I used the move tool, standard brush and the clayTubes brush to get the basic shapes and proportions right. The clayTubes brush is great for blocking in muscle structure and direction.

It’s a process of building up the shapes with the clayTubes brush and smoothing it out. I have my Z intensity for Smoothing set pretty low so I have more control over how smooth it gets.I tried to get the entire model to the same level of detail before moving on and subdividing.

For the hands I used the clayTubes to roughly give the impression of fine lines on the palm. For the fingernails I masked out the shape and used the standard brush to sculpt the skin around the nails. I then inverted the mask and used the move tool to pull out the tip of the nail. To give a little bit of texture to the nail I used the standard brush with alpha 63 and sculpted soft vertical lines along the nail.

For the skin folds on the fingers I used the standard brush to block in the direction of the folds and then use the pinch brush to pull the creases closer together. I also used the standard brush with alpha 63 again to sculpt smaller lines along the fingers and smoothing the results for a more subtle effect. I used the standard brush to sculpt in veins on the hands and continually used the move brush to adjust the proportions and placement of the fingers and knuckles. It’s a very similar process for the feet and toes. I wanted the feet to look a bit gnarly, like they’d been hardened by a lifetime of walking, climbing etc without shoes.

For posing the model I appended a plane3D so I could get the feet to sit on a flat surface. I had a sketch of the pose that I referred to. I used the tranpose tools and masking to move the model into place. The main thing was to make sure the model looks balanced. After a little bit of cleanup I exported a lower subdivision in Maya and started to model the base meshes for the hair, clothing, accessories and base. The hair was easily the most time consuming part of creating Neytiri. I then imported and appended the new subtools using subTool Master.

I then went through and worked on each subtool, some only needed to be slightly adjusted with the move brush, like the arm and leg bands. For the cloth elements I blocked in the basic shape and flow using the standard brush and then went over some of the folds with the pinch brush to get a tighter fold.

For the feathers, I used a technique I learnt from Ryan Kingslien, using the slash brushes to create a feathered effect. I then just duplicated the subtool and positioned the feathers around the necklace. For the arm shield I used the standard brush to create an organic pattern, then using the pinch brush to tighten the creases and the flatten brush to flatten the roundness of the pattern. I painted a mask and went over it with the standard and flatten brush to create a stitching effect.

I went over Neytiri’s face and body fine tuning some areas and adding further details like skin bumps, creases and folds, most of them were done on a “skin details” layer.

The ground was made using the clayTubes brush to block in the major shapes and then layering different alphas. The trees were made using the clayTubes, it creates a simple bark texture. I repeatly worked over the same areas, cutting in on some areas and building up in others. For the rock I had some reference photos which helped me get an idea of how the forms should flow. I used clayTubes initially and toward the end to add a bit of texture, the move brush was used for the overall shape, the standard brush was used to help define some of the areas and the pinch and flatten brush were used mainly on the edges of the rock shapes. Once I was happy how everything was looking I used decimation master to decimate most of the subTools and exported everything back in Maya to be rendered.

That’s pretty much it, you can see what I’m talking about in the timelapse videos. Hopefully someone finds this helpful. :slight_smile:

Really great job man!!! Thanx for the timelapse…

Bye