ZBrushCentral

Tutorial: Head modeling part 1

Hello Pixolator,

Someone questioned, “do you ever sleep?” - ha - they noted your posting was time stamped about 4 in the morning. I notice this thread is stamped a much more reasonable 6:31am :wink: :wink:

As everyone else, I enjoy your tuts. From this one I’ve learned the low to high poly progression, makes sense. I’ve always started at max resolution. Some tools I create specifically for export so I avoid any area selective division (causes possible texturing issues).

As a suggestion, your fine tutorials would be enhanced if some of the numbered instruction images could be linked to a full scale image. This would exceed the benefit of the closeups. I feel guilty even suggesting this additional effort but if it’s true you don’t need sleep . . . . . :cool:

jd

I just want to add an extra tip here that may help some in the future and add some extra precison in your model and texture making.

Right at the start select the sphere and change it’s mesh density (if required) and then simply type “90” in the MODIFIERS> DEFORMATION> RotX box(Pic-2). This rotates the sphere so the spheres “Poles” are facing north and south.(Pic-3). I do this because when you come to unwrapping the model (which you can do with a simply button-press in version 1.2!) - the texture unwraps with the face in the middle of the map. The default sphere draws the sphere with the pole facing towards you (pic-1), and if you built your head with this and unwrapped it, the map would be seriously weird!

In the example above I have unwrapped the head and designed a facial tattoo (called a Moko) for a Maori warrior face, (pic-4 & 5). I have done this in photoshop using the unwrapped map as a template. Then I bring the black’n’white tattoo design into ZBrush via the alpha pallette and apply it to the model, via the heads MODIFIERS> SELECTION> “ALP” button. (Alp = apply a mask from the Alpha pallette). The Alpha mask fits perfectly!. I found the mesh has to be pretty dense for such as detailed alpha map applied to it, which reached the limits of my wee computer, so when I cut into the head via a low ZIntensity- ZSub brush stroke, the design came out a bit pixelated around the edges (live and learn!)

Here is the picture set up with a sigle spot light from above. I’ve mucked up the material (too shiney/metalic), but I was concentrating on technique here.

This method doesn’t have to be just for tattoos! You can unwrap the model to create an alpha map in photoshop for certain bumpy areas of the face or define smooth areas. Or simply to create masks for use in other programs.

My 2-cents.
Upham.

Upham, GREAT tips! Nice looking image, too, or at least the beginnings of one. Those eyes look seriously creepy. Well done.

Now we’re getting somewhere! :slight_smile: A little light went off while I was working through your tutorial Pixolator! Kathy gave me some help with my tablet, and I’m finally starting to understand the tools somewhat. Here is my first posted image, it sucks, but compared to what I was doing last week I’m so happy! Thanks for the tutorial :slight_smile:

Sorry for posting twice in a row but… is there an eye tutorial somewhere that I missed? :smiley:

Hi :slight_smile:
Thanks for posting your images and tips :slight_smile:

Stacy: I have added the Eye tutorial in this thread.

Hey Pixolator,
I sheepishly have to admit I lazily skipped reading step one, where you mention rotating the sphere, which was kinda my point in my post above. Sorry, I repeated what you wrote.
I definatly learnt something from this tutorial. Especially the brush-curve. That was new to me. Although I do not understand the logic of your graph-curves??. If the graph was a normal X&Y structure … No, no, hang on I’ve just worked it out while typing! Doh! You change it (in the second pic) so it rises sharply in the Y direction to start with, producing a more … um, a tool that punches in or out quicker/steaper. (not sure how to phrase it) I understand now!

Also I’ve always been a bit freaked by the divide tool on a mesh. See pic below…
I always thought you meant to divide your mesh via the importing of an polymesh tool as you showed me in the Games modeling tut. (and you can’t unwrap a .obj spherilized-cube)

When I mask a sphere and click divide, I get all these lines through the mask which makes me think I’ve mucked it up. Now I just realised that it is all the new horizontal and vertical subdivisions in the mesh created by the divide. Am I right? This still means the polygons to the sides and top have been split as well, right?

Anyway, thanks again. I’ll post some examples soon.
Upham. (dill-head) :rolleyes:

Okay, Pixolator. Here is the first head that I have created using your tutorial. I haven’t started any of the texturing or anything like that yet. Thought you might like to watch the work in progress. Besides, I felt that it was more appropriate to display it at this phase of development so that it would be in keeping with the theme of the thread.

:ex: I would appreciate any 121 from anyone who cares to.

ok im a beginner at zbrush figers y im postin any way i was wndering does the same go 4 demo :confused: :confused: :confused: :confused: ??? and i know this is a little mean but could include more pics??? thnx. :smiley: :wink:

I found out about Zbrush two days ago and I decided to give it a try. Since that moment, I cant’s sleep because all I think about is zbrush :slight_smile: I went trough several tutorials and learned a good deal about the software.

Here is the first project I completed.

[img]http://www2.zbrushcentral.com/zbc_uploads0/user_image-1009071860gfo.jpg[/img]  [img]http://www2.zbrushcentral.com/zbc_uploads0/user_image-1009071902ztb.jpg[/img]    

After doing this test model two questions remain unanswered :slight_smile:

 :large_orange_diamond: how can I add eyeballs (or other objects) to the model and keep the original models (and others) editable ? 

 :large_orange_diamond: is there a way to select back the models for more editing ?

I’d apreciate comments about my first model and answers to these questions.

ZBrush is awesome !!

Danny Despres
Http://dreamlords.tripod.com/members/ddespres/

<BLOCKQUOTE>quote:</font><HR>
It’s all very fine to draw what I see as simple heads. I know nobody cares…what I think or do…all unproven as yet …
A child could model all I’ve seen so far. How about extending Zbrush to where it can go?
And if I sound Like an_______ it is because I am One.
Let’s see some good stuff please.
<HR></BLOCKQUOTE>

Ed, if you could do these heads as a child, you must some sort of an artistic prodigy. However, I’ve seen some of your posts such as Malcolm M, and if a child could do the heads above, a fetus might as well do that one. Perhaps you were just new to ZBrush at that time and didn’t have the knowledge or practice to bring out your artistic skills into the 3D program. Still, it seems rather odd how harsh you are to other users about proportion and anatomical details when you can post your figures without being totally embarassed.

It seems as though you judge the aesthetic qualities of the model based solely on reality. You seem to know a great deal about human anatomy. However, your execution so far has been terribly poor. I’m amazed by the knowledge you have shown in some of your posts about anatomy, yet I’m equally amazed that someone who is so familiar with the muscles of the human face could model figures as disproportioned and awkward as your attempts so far. You must have simply memorized facts out of a book, because if you had gained the knowledge from propoer artistic training, your execution would be much better. Sorry to be a bit harsh, but perhaps it’s time you taste some of your own medicine.

I just recently acquired ZBrush and I don’t have even close to the skill of Pixolator or some of the talented users of this forum, but I have enough training to recognize artistic talent when I see it. I’m sure if Pixolator wanted to do a photorealistic head with standard proportions, he could do so easily and flawlessly. However, I think he is well beyond the rudimentary stage of slavishly copying life and has reached the point where he can stylize the figure and work with his imagination without being hindered.

Maybe soon you can dazzle us with your photorealistic art. But if you are going photorealistic, you might as well do it right, as shown in these two pictures:

wire

and the rendered version:

Rendered

nice head everybody, for those of you who are using that newbie tutorial that pixellogic posted up, try following that zscript that comes with it, it will make it more easier for beginners to “visualize”, rather then reading a crapload of text lol.

How do I do these tutorials? I go to Tool > Modifier >

and all I have under modifier is undefined???

I can’t get past the first couple steps??

When I try the pixolator demo in the program I get “Interface item could not be found”.

Can anyone tell me what I am doing wrong please?

Go here for a screen shot of what I am seeing… http://home.comcast.net/~rmulawa/images/zbrush_error.jpg

Thanks in advance :slight_smile:

looks like you have simplebrush as active tool - instead of 3dsphere. no symmetry available for simplebrush, its a 2 - 2.5d brush.

to load/activate 3dsphere click on simple brushs icon, a palette with all kinds of tools/brushes will pop up, including the sphere3d - select that one - there you go :slight_smile:

oops - i just realized that you have loadd the thread as a script. should make it even easier. 3dsphere should be made available as small icon in the tool palettes window - just click on it to make it the active one.

hope this helps

  • juandel

Hi ct,

There are a number of self-running head modeling tutorials built into both the demo and the purchased version of ZBrush.

What’s nice about them is they let you run in several modes, each with different levels of info prompting as to what happens during each step of the modeling process. Those would be worthwhile for you to run through to understand the necessary steps (buttons to press.)

Specific to your question, as Juandel says, you must, under the Tool palette, select Sphere3d. Since Sphere3d is a 3d tool, different options appear under the TRANSFORM menu, including the ones you haven’t been able to find, that are appropriate to 3d modeling.

After you draw your sphere3d on the canvas, you must go into EDIT mode so the sphere3d can be rotated and edited. You enter Edit mode by either pressing the TRANSFORM/EDIT button or pressing on the T key.

That should get you going.

But I highly recommend the self-running built in demos… they will tell you what you need to know to understand ZBrush methods, procedures and interface.

Sven

<BLOCKQUOTE>quote:</font><HR>But I highly recommend the self-running built in demos… they will tell you what you need to know to understand ZBrush methods, procedures and interface. <HR></BLOCKQUOTE>

Hi, I am just getting to grips with the Zbrush interface by using the 1.55 demo. I like what I see so far, but I have a question regarding the built-in Head Modeling Session #3. I understand what’s happening up until the mouth.

I see that the lips are being drawn, but without anything being changed (apparently) the same draw size, and Z-intensity is used with Zadd still selected and somehow the mouth cavity appears to be formed.

If I try to recreate this all I get is bigger/fatter lips. Is there some sort ‘reverse’ keyboard shortcut to temporarily change Zadd to ZSub or something like that?

What am I missing?

Greetings

Sander de Regt

ShadowMaker SdR
Culemborg
The Netherlands

Pressing the alt key while modelling will change to z-sub until released :slight_smile: - Baz

Thanks…that’s the info I needed.
This really saves my *$$ or at the very least helps me understand what’s going on in the tutorials.

Greetings

Sander de Regt

ShadowMaker SdR
Culemborg
The Netherlands

You’re welcome!

:cry:ican’t see the pic