ZBrushCentral

Rock 1 ch

Hi, i am also an beginner like you and now after looking through all your threads, i think one of your main problems is - you are too impatient.:slight_smile:

Instead of going too fast to the higher levels, you should block out the main forms first.
An good exercise, you can find in this thread ( there is also a basemesh ) :

http://www.cgsculpt.org/sculpt/viewtopic.php?f=24&t=262

Try to make a good head and show us the result :wink:

edit : or like pitchepuck told you, try to make an good looking nose first…

well that is some funny conversation on the top between shock blade and mind blade…forget it…now…shock blade …looks like you are new to z brush …so am i…and i would suggest that you should consider improving your skills rather than getting pissed on critics…this is z brush central…you have to be familiar with that,and try to take the lesson from the critics…dont take it as a insult


  • Yes i undestand and came to terms with this im in process now so yea.You take it and improve heck sometimes we may even have toredo stuff from the ground up,some times bluntness hurts ha but anyway it works.Its just that if the words are too hard whitoutthought how do you know that your not close to being better.And that my friend is like driveing somewere and the place you plan to head moves away from you.But i got you we must always keep hungry.:D

Ballence egzist in this world,this universe humans or part of it trying to understand itself in this battle of zero vs infinity.

The next part of this spectrum,im also considering some of what ive bin told so far witch will follow. [rock1-n-p-bionic 6-80s_mem.jpg](javascript:zb_insimg(ā€˜203284’,ā€˜rock1-n-p-bionic 6-80s_mem.jpg’,1,0))

on your next update I want to see that you made the hands bigger (double sise) and the arms shorter (so that the hands are at the hips). and the thighs thinner. thanks
and show us a closer look from the head

would like to know if their or any game programers out their i would like to create a hack and slash type futureistic action game.I can pull out idears and

concepts in moments if anyone is willing to help and join in this project let me
know.

Shockblade, if I were you, I’d focus more on getting my modelling solid at the base forms and less on starting up a game. You aren’t ready to make a game, or even a game design - you need to improve what you’re doing to a certain level before you can take the next step. Sometimes it takes years.

I noticed you have details on the character - clothes, armour plating, boots, etc. These are not helping you - subtract everything from the character and work on just the character. You can make subtools of everything else to focus on one at the time and add them to the character later; right now, they’re getting in the way.

As for working with someone to create a game, you really need to improve what you’re doing first. Once you get good at modeling static figures, then you work towards modeling figures for animation, then you get good at animating low-poly models, then you work towards adding collision detection to animated models in a physics-controlled system like UDK, then you make a reel showing you have this ability. Then, and only then, will you have much success in getting programmers to work on a game with you.

No offence, really - But I have to ask you Shockblade;

Do you really consider this to be even a decent sculpt?

I’m not trying to help you, so seriously - Go read up on some anatomy, and keep your dreams about making games, but realize that they’re so far out of your grasp that you can hardly see them in the far horizon.

Play around with the brushes, work on single body parts before starting a full character.

Just my two cents, like I said - I don’t wish to offend you in any way.

Good luck! :wink:

you are ignoring every single useful advice people gave you… not only on this post, but from your old ones as well…

your models in this post is just as bad as the ones you post a few months ago… You haven’t improve one bit.

I would tell you to build up your skill from ground up like others had suggested, but I think it would just be a waste of time.

I was working on onother zsculpt in this one i was working on more of an anotomy aproach,so that i could also fix or redo the rock 1 model in the
future.This is more of a fun program when you learn and know more about
what to do and how to get around it.

This is the one wich i worked on tell me what you think.
[Front-1_image-ch-anotomy-correction.jpg](javascript:zb_insimg(ā€˜203965’,ā€˜2nd-nude_nx-anotomy.jpg’,1,0))

Attachments

2nd-nude_nx-anotomy.jpg

Are you using a Wacom at all? You might find it a little easier to sculpt.

I’m just gonna quote my first post:

ā€œā€¦do you sketch the low poly base with ZSpheres? Or do you create your base mesh in another 3d software? Or do you sculpt it of a basic sphere or cube?ā€

I could understand why it turns out like this if you sculpt it out of a sphere or a cube, because then you need to up the subdiv to get enough polygons, and this will make stuff bumpy and hard to work with. But since you do know how to make subtools and you do detail stuff I bet you have a fair knowledge of the program. If you’re making it with zspheres you should be able to do an ok anatomy ( reference material is the key ). Because you can do fingers and toes, fix the propotions, and everything else before you make it into a mesh.

I’m sure a wacom would help ( not that I have one, or have used one ), but even with a mouse you can do good. A wacom wont solve the problem. It’s all about patience, rushing leads to nowhere. Hands, legs, chest, nose or ear should be on your list of next sculpts.

I dont have a wacom i want one but for now i practice in zbrush most times a model in 3ds but this one was done in zsperes.I balieve im getting better in the
program and strive to build up more in it.Thank you for noticeing my nolege of the program.

Might I suggest hopping down a subdivision level or two and smooth out those bumps on the hips?

I suggest getting a reference model from 3d.sk and loading it on a flat plane behind your actual model to help nail down the proportions, because they are still very far off. Better yet, start by working with the demo models that come with zbrush like the Super Average Man so you can see what a proper proportion looks like.

my suggestion is this: start again…

from the looks of it you’re only making very minor changes to an already bad sculpt that are doing little to improve it…

you mentioned 3d studio max…go back to it for a little while and focus on making a solid base mesh with proper human proportions…that will make your job a lot easier when it comes to sculpting

the people who get the furthest in this world are the ones who take criticism well and learn from it and take serious steps to improving themselves

as people have said, you have a long way to go and a lot to learn but keep pushing, and you will get there some day…

:+1:

The basemesh that you did for your motorbike looks awesome. It’s a shame
you haven’t got yourself a Wacom. With a mouse you would have to keep
changing your z intensity all the time. Keep detailing your motorbike in max,
so far that base mesh looks great. Get a Wacom and then deal to your
sculpting then, because it’s only going to lead to frustration without one.

Check out this guy, more specifically the wireframes on all of his models. They
are very nice, and at a good resolution to learn from. Your bike kinda reminds
me of his.

I see you live in Brooklyn, so you should fine a cheap Wacom on Ebay. I know
that it’s not impossible to sculpt using just a mouse, but it’s a lot easier with
one. SO GET ONE! :mad: :lol:

I use my raw skill for now,about bikes and tech i could do it but i havent posted much yet but im yet to.it would be cool to but as ive seen you people nock it anyway,i should on this thread.im not giving up ill display anotomy as well as nifty stuff.originaly i wanted to wait till i got my anotomy more on point in zbrush that is.