ZBrushCentral

Three Heads... Zbrush, my new friend.

Thanks Neville… can’t wait to see what you come up with…

Chad/Kircho/Frogspasm… thanks for all the info regarding topology issues. I’ve had to do this stuff in the past with Maya, rebuilding blocked out forms into NURBS patch models by tracing curves on ‘live’ surfaces… I’m just looking forward to more elegant/automatic/fast tools in the future. Sculpting in Zbrush is fun… remodeling something for the sake of topology is work… right now I’m just making heads for fun, so I’ll worry about topology when I decide to rig/animate one of these things. :slight_smile:

ok, so here’s head #5… Made this evening, with an interuption to watch I,Robot… I should be in bed right now, but no… had to post this image before I crash. Perhaps I’ll work on him some more, but most likely I’ll just move on to another one tomorow. :slight_smile:

head#5

-Alexsplit_face_render2.jpg

Well, well, well! that is looking awesome! you are getting an immense control over the major and subforms of your sculptures and I do consider these sculptures. I love the vulva-esque eyes and the contrast between sharp detail and soft detail.

This figure has a particular level of believability. the structure of his neck and his jaw is very real to me. I really love the skeletal structure at the bottom part of the neck! and the way his sterno-cleido-mastoid (spelling?) flattens out as it approaches the base of the skull. very clear, very believable.

there seems to be less noodling being done here and more clearly defined anatomy. very awesome. :+1:

I would love to see you print these out and do a small gallery showing of them and others you make moving forward.

best,

r

ooh, i really like this last one. the flipped eyes are awesome!

dado

Thanks _dado. Ryan, yeah, on the last one I tried to contain my desire to detail(noodle) everything… its just so much fun to do, but for the sake of design, it can be a bad idea, so I tried to keep the details where I would want people to focus (face)… btw, saw Cam last night… he said you did a great job with his character. Look forward to seeing it.

-Alex

lets see the zshpheres for these.

I have been trying to use zbrush
but find it hard how to I select a object
after i clicked off it?

Alvarez is whipping these heads out like a mad man. Those look great Alex. I totally agree about the 3D space, and image plains. I also miss basic manipulators now, and again as well. Especially in adaptive skin w/polly frame on. Sometimes I’d rather get in there, and do it the old fashioned way for a minute.
I can’t wait to see meats DVD’s in December.

BTW, Are there no more Maya modeling videos coming from gnomon then?

A.Alvarez vbmenu_register(“postmenu_177959”, true); .[color=black]nice work .you mentioned working with curves .to nurbs patches .on a live surface in maya .with that understanding in place .you will have little trouble rebuilding animation ready geometry poly by poly .using a similar technique .though i don 't doubt you are already well aware of the fact

it takes a surprisingly short amount of time if one is familiar with their anatomy and edgeloops .search for posts by skycastle for an interesting and credible reference on the subject

Elfufu: Miguel, the Zpheres for these are super simple… a sphere for the head, one for the neck, two negative spheres for the eye sockets, a negative sphere for the mouth, positive spheres for the ears, and spheres pulled out from the neck for the shoulder mass.

wierdPal: Actually, we have four new Maya poly modeling DVDs coming out next month, since you mention it.

Nil: Yep, read all of skycastles posts… Dave’s work is beautiful. :slight_smile:

All right.! You heard it here first folks. See what a little prying can get you. :slight_smile: …LOL…

cool looking stuff alex! the speed at which these can be created is pretty amazing. i need to get into zbrush a little more to fool around with it. i’m learning a lot in meats’ class, just a matter of practicing more and more…looking forward to seeing more

hey Alex awesome heads BTW.

I found really nice modelling with Zspheres .
z brush really make you feel like modelling in clay, so that natural shapes are easier to achieve because you’re focused on the shape rather than on polys, isolines or things like that.

I think that for now, even if starting from zspheres is so cool and natural, the best workflow for animation ZBrush /Maya is starting with a mesh with a good polyflow made in Maya or another package,(or also started on zbrush, then imported and tweaked and reimportedafterwards for further cool detailing) import it in z brush and go beyond and detail and model your final extra detailed character in it.

the opposite process of making a model entirely on ZBrush and rebuild it with silo is interesting too, but i find this probably more time consuming than the standard process.

BTW modelling in Z brush is such a pleasure that IMO if it had a rebuilding polyflow tool or something the circle would be closed ending up with the ultimate tool for organic modelling!!! :slight_smile:

Very impressive models. Awesome work.

Top notch work. I also have to say that I would be lost with out your dvds. Really looking forward for seeing the new ones when they come out.

Hi all…

Karlfucious… glad the DVDs have helped.

here’s another guy started yesterday and finished this evening… lacking in details, but the overall idea is there I think. Perhaps I should spend more time on him, but I think I’ll move on to another one. Trying to keep the ‘sketch’ thing going with these… My design skills are rusty, so I think I’m better off focusing on things that work as a thumbnail.

head#6:

-Alexridge_a.jpg

Very cool tonque monster!! :slight_smile: :+1: Did you render in Z2 as well?

Yong

a good mood with that background! frightening!

Wow. That´s a great character, Alex!

Love the mood and feeling of the piece! :slight_smile:

Yes, I agree with Souleat. Very alien and wonderful setting
Keep pushin’ those pixols

alex…are you rendering these inside of zbrush or maya?? have you tried out the script yet…??