ZBrushCentral

Sketchbook - Hossein Diba (breakdown Pg 7)

Wanted to mentioned something here regarding your Rick, he’s somewhat there but not nearly as close as your De niro imo. Tbh, I’m just not really seeing Rick here… a few things that feel off to me are the eyes/nose/mouth.

  • To begin, his eyes feel a tad wide and it’s more noticeable in the expression tests you did
  • Andrew also has very noticeable bags/fat under his eyes which helps give him that ‘gruff’ look, right now yours makes him look much younger
  • His nose needs to be more planar on top, right now it feels too round
  • Andrew’s cranium is wider at the top, the eyes width might be causing the prob here
  • You mouth is too narrow, and the bottom lip too thick, plus you’re missing ‘a lot’ of muscle/fat around the muzzle of his mouth (especially the corners)
  • Finally Andrew has a heavier jaw and actually quite square

I know you said you’re finished, but being that your De niro was so good I thought I’d mention a few things that just doesn’t feel quite right to me… It’s all opinion of course :slight_smile:

Cheers!

Thanks for the tips man, I am not afraid of changing stuff even when I think I’m done :slight_smile: After reading your comment, I went to my reference image again and modified those small issues and here is my sculpt and process photo(so far):
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the reference has the lips a little bit further apart, the mouth opens just a little bit, not sure its important for you here but its a difference in expression between “open-mouth stunned” and “clenched-lips angry”

maybe give the eyes a bit more detail too already, i think it helps alot feeling the character if he has an iris or somin even if just a temporary mask or whatever

and wow, your forehead was wide in the 2nd proces image :smiley:

and those hands and forearms, nice, love the veins and detail, clothing too

I did some other miner changes and I guess I’m done, this time for real :slight_smile:

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Hello, amazing work.Can you explain your flow in zbrush when you pose your model ??ex: Scult with symetry…then posing…then ?? when you modify your model, you retake the symetrical model and re-posing? or you continue the scult directly with the pose model?Thk. for your response.

Thanks man, I start with creating symmetrical model, without an expression, then in posing, add those unsymmetrical stuff to my model and give it an expression I want
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Nice work! Great details.

bah, he didnt even sculpt the fingerprints :smiley: lazy eh? lolol

nah really good! i like the expression alot more now :slight_smile:

  1. may i ask what polycount youre roughly having for the final detail now?
  2. are you having a whole body under the clothes or just what you see?
  3. are you using different fibermesh settings for different hair?
  4. is it still a dynamesh or subDs now?

mmh just one thing, did you make the last renders with perspective on? his head feel a bit wide compared to the reference i think

edit:
btw, if you really wanna go detail crazy add tiny lil sprouting hairs in all those lil bumps
also, maybe add a tiny lil shine line at the bottom of the eyeball where it meets the lower lid, its there, maybe not visible in your reference due to quality but there always is due to tear/eye fluid

great artwork…i like this :smiley:

Victory3D, Thank you!
Jaysus, Thank you!
1-10 million his head, around 4 million his hands, 6 shirt, 2 pant and……
2-No, just modeled what you see, no body under his shirt
3-I play with settings but mostly change its behavior by brushing
4- Its subdivide now, Dyna is just for start, not a finishing tool to me, but I started him with dynamesh
I actually did that stuff, trying to find some time to finish texturing and have some renders
Gunawan, Thank you!

Mate, your work is just awesome! Have you ever thought about publishing your own tutorials? I’m just curious about all the techniques you use, and seeing a video of the fibermesh, eyes and render processes would be just great =)

Hey, I was wondering what techniques you use for the eyelashes? Thanks in advance!

not to hijack it but you know, coffee, my currently fav thread and so on :smiley:

Eyelashes:
-very few fibermeshes (lower lid less than upper),
-thin tip as they aint cut like beard usually
-upper lashes negative gravity > -1 , lower lashes positive gravity < 1
-mask outside the lid for lower, mask slightly below and inside the upper lid (check your own eyes lol)
-there is no hairs at the very left and right edges of the lids

-it helps to use gravity and the on screen bottom orientation of your model to have fibers fall in the direction you want before even styling, good for beards, eyelashes, etc

Eyes:
for the eyes he showed a few short how tos a few pages back, theres a tutorial somewhere that explains it a bit more (just google aint hard to find),
-basicly a high shiny white sphere, slightly elongated at the iris area,
-then a flat disc woth a hole as iris without any spec and another sphere encasing iris and eyeball
-that outer ball gets a black, no diffuse, high spec material and you set its display properties to render transparent in BPR

to make it look as realistic as Hossein did… well… practice i assume :smiley:
the proportion eyeball to iris is important (golden cut not-quite-half actually if im not off) as is the size of the eye opening in the middle of the iris in relation to the expression, also the polypaint and sculpt of the iris gives some realism or not depending on skill

Your Robert De Niro is amazing good work :slight_smile: skin shader looks perfect.

Finally got some free time to do textures&shaders of this one. cheers:
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Fantastic work. I would pull his chin down a bit more and add in the creases, it’s not as flat and rounded as you’ve made it. Jaw isn’t that sharp.

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Boss’s work <3:+1:

mind blowing work.love the skin texture.:wink:

waoo… mind blowing work :+1: