ZBrushCentral

Terminator 2

Very cool sculpt man. Congrats!
I would love to see a big screenshot of the lowres wireframe of the upper body in different angles.

-Kris

You know I love Arnold! :slight_smile: What an awesome sculpt! :+1: :+1:

I disagree that this deserves top row…

I’ve been here for bloody years & never seen such an absolute perfect piece of Zb work than this, this deserves a row all on it’s own…

Outstanding work… :sunglasses: :sunglasses: :sunglasses:

amazin work farazmobin !

that is just awsome ! ! !

another top row stuff from a top row artist ! !

your work is just amazing and an inspiration for us .

attention to detail is :+1: .

Can u share your workflow with us . It will be great to know about how u prepare yourself creating such a masterpiece

looks really good dude!

The surface detail is simply astounding :+1: .
The lumpy fat treatment beneath the skin conveys so well here.

AWESOME.

Nice new pics. great attention and observations! Congrats man.

thanx guys .im really happy that you guys liked it…

Alex …thanx man .its really great to get your words.avatarsw…thanx guys.Buckie…those lines really make me happy .nickz,Bryan Wynia,Lucky_1,khalavi,KrakenCMT,jafarcrystal,Trax…thanx guys

hey Hasnz…thanx man.i had made some really basic steps that i used for the jacket and the hair for my thread on cgtalk.so here you go ill post em here too. hope these are helpful

hey Antropus.thanx buddy here you go…


JACKET:

1. Made a lowpoly model of the jacket around the bodybase mesh in 3dsmax and exported it zbrush

2. Subdivide the mesh and started fixing the proportion of certian things like flaps,collars etc.

3. Adding all the pockets, zipper borders and stitch lines. NO FOLD or WRINKLES ADDED YET.

4. Adding Folds STARTING FORM LOWER SUBDIVS and then going a level up as this defines the base for each subdiv level.Using diff Ref images for each part of the jacket (collars,armpit,back,elbow). the final wrinkles and small folds can be added in the final subdiv level after its starting to look good.

at this point you can add the zippers and belts ie imported form max9 or maya ,or you can do this in the final posing step.i did it before the posing

5. Posing the jacket using Tranposmaster Plugin on zbrushcentral, helps you pose multiple subtools together . some time it doesnt work or crashes,this is mainly due to errors like

a. the lowest subdiv is really high or there are no lower subdiv’s
b. the low subdiv is extracted form another subtool and has uneven borders(will explain in the Hair Part)
c. mesh containing Triangles
d. some times even renaiming the subtool fixes this .

hope this has been helpful to some.will post the Hair part soon too.thanx

http://farazmobin.com/hmc16/constructhair.jpg

HAIR:

1. Usually we can make a seperate mesh for the hair, but i extract out a mesh form the head as this will match closest to his head

2. Mask the surface of the head from where the hair is going to grow out.nothing accurate just a simple mask is ok

3. Now we Extract the masked area as a seperate mesh.its upto you at what subdivision you want to extract it.but its always better to extract it at a lower subdiv with evenborders if its going to be posed. i didnt do this and suffered this time :frowning:

4. Using Move(Tweak) Brush ,pull out hair strands and spikes, go to a higer subdiv and keep pulling.using ATL+this bursh pulls out polygons perpendicular to the surface.also used the standard brush to give more shape and flow to the hair.

5. Posing the hair along with the body using Tranposmaster Plugin on zbrushcentral, helps you pose multiple subtools together . when extracting the low subdiv hair mask always remenber to extract with even borders as in the image below
http://farazmobin.com/hmc16/evenborder.jpg
i really dont know why this happens.i think its cos if we go lower subdivs in unevenborders …the sticking out polygon seem to dissapear. this is not the case in even borders.

These steps might not be the best tutorial in all cases as you gota deal with everysituation in a diff way, but i found these to be the best at that moment.

hope these were helpfull. thanx

bodywire1.jpgbodywire2.jpgconstructJACKET.jpg

Yo Faraz!
Great job… Like the flesh and bone. keep it up.

totally amazing dude:bulb:

pure awesomeness nailed in there…love the anatomy:+1: :+1: :+1:

Really great works. Kepp it up! :+1:

congrats on the frontpage dude!! Totally deserved :+1:

very nice job :slight_smile:

But I just find his body and his head just doesn’t matchup with the real arnie.

This is fantastic, the likeness is uncanny. My only crit is on your topology. To make this guy riggable you should have three edgeloops at any joint that needs the bend; so knees, ankles, elbows, wrists, knuckles. Also the topology at the wrists could be cleaner. You have a diamond right where bending needs to occure.

A tip, if I may. One way to avoid those pesky diamonds in the future is to start repologizing from the most extreme appendages (tips of fingers and toes) and work your way in, linearly, toward the shoulder and hips. That way you know you have all the geometry you need for the hands and feet, and you don’t have to do any funky poly-doctoring to make it match up.

Again, great sculpt.

-Dustin

YIKES!!!:grimacing:

Truly fine combo of hard surface and organic modeling, not to mention the likeness–matches up with the T2 Arnie about as well as anyone could ask.

I will defend the gun positioning a little–remember that there’s an industrial strength robot under there, and all that ammo has to be one heck of a counterweight…

Congratulations on the top row–well-deserved!

Fabulous model & sculpt, farazmobin :+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:

This is truly up there with the best of 'em; in particular your fine sculpting of the subtle vagaries of the skin/fat/muscle layering - Great stuff!!

Chris

Awesome work dude. Keep it up. :+1:

looks great faraz, love the body on arnold btw. great work