ZBrushCentral

Tron Quorra Sculpt by raimZ

Quorra_WIP.jpg

Hi all,

I’ve been using ZBrush for awhile now, but have only been lurking these forums. First time i’m actually posting anything. Here i’ve sculpted Quorra from the upcoming Tron Legacy movie which opens TONIGHT over here. :eek:. It’s still a work-in-progress but I wanted to post it before I watched the movie.

I still have to sculpt her gloves and open sleeve on her upper arms. Add the “battery pack” on her back and create the baton and ID disc. I will keep the hair as a sculpted piece, cos i’m making this into a maquette. I found the highest res image of Olivia Wilde’s face i could to quickly project the texture on her face, using the very cool spotlight, so I could better gauge if the sculpt looked like her or not. Anyway it would be great to get some feedback before I pose her and sculpt final details.

Thanks for looking, and please, any crits & comments are most welcome.

-Raimy

Attachments

Quorra_WIP_details.jpg

Way cool man! Sorry no one replied here. Looks really good, I’d love to see you do more.

By the way, what’s your approach for getting the really clean, sharp lines?

this is realy good and clean sculpt, I wan to know as well what is your approach

Wow, how have i missed this thread. That is the best, and only Quorra sculpt I’ve seen. I really look forward to more.

Thanks for the comments! :smiley: Sorry for the late reply. I didn’t realize anybody said anything on this thread. After I originally posted it, it went to page 2 very quickly…there were alot of other people posting up awesome sculpts. I needed to take a break from sculpting her, i was looking at it too long and couldn’t see any mistakes anymore.

Anyway, i will post a jpg to help better explain how I did those creases in just a bit.

Thanks I’d love to see how you do this. I tried a tron like character back a few months ago and had a really difficult time controlling the panel lines. I’d be very curious what people approach is, particularly if the character is being done with animation in mind. I got Scott Spencer’s book, and his approach seems to be done more with geometry than with the displacement map.