ZBrushCentral

{SeanL}'s Sketchbook

One, this character is not meant to resemble complete human proportions and two, it’s just a test to see if I can model an entire human body. When I get home from my course tonight I am going back into Maya to completely redo the base mesh and then I am going into ZBrush to completely remake the model. Trust me, I made many mistakes yesterday afternoon when it comes to making this model and I’ve learned from every one of them.

Cheers for the input though, that post of yours was definately far nicer than the ones on other peoples threads. You need to make a thread and post some of your work, that way when you critique people like me we can look at your work to see how you model.

Cheers,

{SeanL}

whether I post my works in here has nothing to do with my right to critic others. If you think I am wrong when I critic other’s work, feel free to come and point them out.

this is how teh cg world works. If you think it’s offensive when people point out the flaws of your works, then I am not sure how far you can go in this industry. Instead of bugging people about their work, why don’t you save the time to determine whether those critics are correct and work on your modeling?

btw, I can’t post most of my works because I am under NDA.

One thing that completely makes me lose my creative drive is when I box model a new base character for an hour or so and then it errors when I try importing into ZBrush. Sigh . . .

What should I do? I really want to get started with remaking this model but it just isn’t working properly for me for some unknown reason D:

Jeez, a triple post. That’s exceedingly bad for me. . . Oh well. I have an update for you all.

I lost interest in modelling Damien, although I did start doing a sloppy/terrible poly painted texture on him before deciding that I really needed to practise sculpting more.

So I’m working on a bust :smiley:

[attach=150222]Bust1.jpg[/attach]

I’ve been working on it for about 15 minutes, will have another update in a couple of hours when I’ve finished it.

Attachments

Bust1.jpg

Hi Sean, let me first say, piggy is SO right, basic antomical knowledge of bodyparts is a must, even/particularly when sculpting toony characters (why do toony characters still look believable? because they have the right antomy! :D)
What you do in toony stuff is just overproportion some parts compared to others (like very thin legs, oversized head etc). However this does not mean that those bodyparts are antomically incorrect.

Another way to think about it is very functional. I mean toony characters have to be able to walk, grab a glass, crouch, run, jump…for that they need exactly the same muscles as a realistic human has.

As for crits on the bust, what I usually do when modeling faces/bustes is really start at the structure, I start with the eye sockets, the the zygomatic, basic mouth, nose. I really find that this gives great results because after a while you can start adding muscles/fat over that structure and that will automatically give the head a realistic feel

Cheers TGM (Can I call you that :smiley: or do you prefer your whole username?) and yeah after I thought about it for a while anatomy definately is a must and on my next body model I’ll work moreso on that,

also thanks for the crits on the bust, here’s an updated form of it. More critiquing please :smiley:

[attach=150228]Bust3.jpg[/attach]

Again I’m not going for hyper-realism, I highly doubt that any of my models will be as I am more of a toon person.

Cheers,

{SeanL}

Attachments

Bust3.jpg

well, if it´s going to be a toon, I think it will look okay. If it would be a base for a real person the anatomy is way off. Ears for one.
If you´re getting errors when you try to import from Maya usually means your basemesh geometry isnt all okay. There are ways how to clean up before importing. Which is pretty important if you want to avoid later problems.
If you´re in zbrush just wanting to have fun, just go for it. If you´re trying to become more serious about it, and still want to model in maya first, I recommend you go and get a full understanding about maya before going into zbrush.
I did mention zspheres, cause if you learn how to work with them, not only will it model alot faster, and you may not also need to use maya. Depending on the model.
Good luck and keep posting your progress, just remember not to take others opinons about your work in a negative way. We´re (hopefully) here to help :smiley:

hehe, TGM is fine

great update, alot better proportioned than the first one.
However there are still a few basic things wrong.

Take another good look at the eyes, try and carve out the whole socket (like it was a skull) and then place a sphere as subtool in the socket the size of an eye.
This’ll help you get the eyelids in the right place.

Also take a good look at the top part of the head, it seems a bit square.

[attach=150230]quickpaintover.jpg[/attach]

dont critique my drawing skills plz.

Attachments

quickpaintover.jpg

bassbucket: I’ll never take any form of crit negatively, if it’s going to help me get better then by all means say what you think. Also this isn’t just me “having fun” I do mean to become more serious, it’s my last year at high school this year and I’m practicing modelling to build up a basic portfolio of 2D/3D work as well as small animations in order to gain a place in a course for the next three years :smiley:

TGM; you are pretty much a god to me right about now. That is so unbelievably helpful, thanks SO much my friend. I’ll start sculpting in some of those things you said and I’ll update again in half an hour or so. Once again, thank you! :smiley:

Cheers,

{SeanL}

take ur time, head is complicated stuff, very small things can make or break the whole thing

Just keep messing around and keep looking at ref (either skull ref, or very skinny/very old people ref)

Ok I haven’t finished editing all of the things you drew on that image but I am just updating anyway, mainly because I want to ask a question to the more seasoned modellers:

HOW THE F DO I MODEL EYELIDS

[Bust5-WTF.jpg](javascript:zb_insimg(‘150237’,‘Bust5-WTF.jpg’,1,0))

I pretty much can get that far, and then I begin to pull and brush the sculpt mainly with standard brush and whatnot. But it just ends up looking extremely jagged. How do I fix this? I am quite a newbie :smiley:

Cheers,

{SeanL}

I think your struggeling because you don’t have a basic understanding of how to get things done in Zbrush (i’ve been there, believe me).

I think it might be good to go around and look up some video tutorials on how to get the basics of the head done, which brushes might come in handy and such

it’s hard to explain in text how to go around and fix certain specific thing in your model, because for me it’s allways trail and error, just forcing yourself to go messing around with the claytubes brush for an hour can really help in finding out the particular uses this brush can have.
There are many different ways to use one and the same brush, try for instance stroking, quickly releasing, stroking again…this’ll have a different effect than for instance, stroking, holding and going over the same stroke again. Try horizontal stroking followed by vertical stroking, this can have different kinds of effects. It’s very much just messing around and keeping your eyes open for how you get to certain results.

I realise this might all be not direct critique to your model, but as I said before, I think you need to get the fundamentals down a bit better.

ps. I just did a quick youtube search for Zbrush + eyes, came up with this:

Free Sculpting Tut

I quickly went through it and it can be of help I think (even though the quality of the stream is quite poor)

That’s such a coincidence haha, about fiften minutes ago while I was quietly getting annoyed with myself I randomly tried claytubes :smiley:

Managed to get the base eyelids done:

[Bust6.jpg](javascript:zb_insimg(‘150241’,‘Bust6.jpg’,1,0))

To me, just looking back over the original screencaps, what I have now looks SO much better. It’s all thanks to you guys, so cheers for that.

There’s not too much left on this model for me to do before I call it finished I think, maybe there’s a lot. I’m pretty new to this :smiley:

Cheers,

{SeanL}

you are right in saying it has progressed quite a bit, they eye region has gotten quite a bit better.

could you include a sideshot of your characters aswell for the next update? I suspect that the front of the head might be a bit flat-ish.

I don’t think you should call it a day on this model just yet, there is waaay more room for improvement.

So I’ve completely remodeled the ears but they still look ridiculous from the front angle, any idea how I could fix this?

Here’s a front and side view of the current stage the bust is at:

[Bust7Front.jpg](javascript:zb_insimg(‘150245’,‘Bust7Side.jpg’,1,0))

I’ve decided not to abandon the model, cause it’s getting far better than it was and it’s a good one to practice on. Once face structure is mostly complete I will probably go on to do more subtools, perhaps hair and etc. I could probably keep working on the model and make it a full body sculpt but I’m not entirely sure yet. I’ll stick with finishing the head first though :smiley:

Cheers,

{SeanL}

Attachments

Bust7Side.jpg

Hey man, as I expected there are some issues with the sideview

instead of trying to put it all in text and maybe a few images, I just did a quick movie for ya, it’s slightly sped up, but it shows how I get a quick structure going for my heads. by no means my best model:P but just to show you a coulple of techniques you could use

link:
Quick Tutorial

hay sean,=)
Ill toss in 2 bits.
first im going to post
some really helpfull referance
another page
I know your into cartoons, however, all the greats in the world all started doing stylized paintings after they nailed the perfect photo real painting. Picasso for example. my point is, wile your learning this stuff, go for the real. once you nail that stuff everything will come so much easier.
zbrush is one of the bears of 3d. its sooo easy to make cool stuff once you get it down

Im not going to go into everything but here a few things that i think will really help
I think your model needs to have the scull shape more. keep in mind that the highest part of the scull is farther back in the head. above and bit behind the ears. the scull is also more round. also the muzzle of the face (verry common error in 3d) The lips don’t look like they are wrapping around the teeth. grab the move brush lower your devision levels to a low level. look at your model from the bottom to see the ark of the mouth better. pushing the corners of the mouth and the cheek back twords the jaw bone. lastly the nose will stick out real far front the rest of the head, almost like it was an after though adding it.

keep sculpting!! Its not easy

check out this thread

I’m not sure about that. Let me keep this simple:

  1. Pick up an anatomy book and start drawing.
  2. Study topology.
  3. Click ZBrush icon.

I love it how on someone’s first post they immediately tell me that my model isn’t as good as it was and are really harsh about it. You my friend have no place to tell me that, when you’ve only got one post.

Especially considering the model is FAR better than it was, and it didn’t get to where it is because of statements like that. So, midiot, stay out of my thread if you are just going to throw around harsh comments like that and then tell me what to do, it’s ridiculously unhelpful.

Macgregor and TGM, thanks again for the help you’ve given me. People being helpful is the only way I’ll get better, so thanks :slight_smile:

On a more positive note I am home from work now so back to work on the model :smiley: