ZBrushCentral

Twitch's March to Greatness

[attach=85391]ewokiguessex0.jpg[/attach]

Okay, I’m not so great, but that’s what this thread is for!

With your help and rabid daily modeling, I can be really good. So critique the hell out of me, perhaps give me some tips on creating more solid models that don’t crack and warp oddly. At least, if you want to. Thanks!

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Hey,

Here are some really good tips:

  1. Start with the lowest geometry, getting that level PERFECT, as if that was all the detail you could have. Get the shape down exactly as you want it, THEN increase your subdivisions and repeat the process with the next level.

  2. The smooth brush is your friend. Exagerrate a stroke, and then smoooth it down to where you want it.

  3. Practice practice practice!

I’m not a pro at all, but that’s what I’ve been told, and it helps.

Cheers!

-3Dean

Yes, that’s true. I really need to use a lower poly sphere to start with, the zbrush basic initialization settings are too high.

I fought with the second thing you mentioned quite a lot. I tried that to get rid of the anomalies, and I did, I got rid of a lot of them. Unfortunately some still made it through.

Thanks!

It’s been awhile since I posted any new work and I admit, I haven’t really been keeping up consistent practice, but I really prefer this head to my last one. Comments?

[attach=85404]Akes2.jpg[/attach]

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You want more you say? Well alright.

I’m actually getting better at this I think. Imagine that.

Edit: Gave him so more character and dumped the bronze material.

[attach=85405]Twitchsculpt.jpg[/attach]
[attach=85406]twitchsculpt3.jpg[/attach]

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Created for a challenge, but still valid to post in my sketchbook.

[attach=85407]Toothslugsculpt.jpg[/attach]

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keep trying to push those faces. you have a good base layer of form, but there is no detail and that makes them rather uninteresting to look at. look at some of the other members work, and how the use different burshstrokes and different alphas to create believable skin textures and details. keep up the practice

True. I do need to work on using different tools and alphas, but I’m at a loss at how to approach them on a simple face. I suppose I could use the rake tool to add that little bit of extra texture. Eh, I’ll continue to take a look at other people’s work, I’m sure I’ll pick up some inspiration.

Edit: Oh, and thanks for the comment.

Its not hard on a simple face at all. look at your own face? is it perfectly smooth? no its not. just used natures details and youll figure it out

I do add the pores, but perhaps they should be more pronounced? And then there are the wrinkles. Those are important. I have a difficult time with wrinkles though. They always end up looking like cuts and scars. I guess this is mostly musing though, never mind me.

I tried to add more texture and using more brushes. I admittedly didn’t mix up the alphas, but I did use slash 1 and slash 2 and I experimented with sprays. I also just tried to take the texturing as far as I felt I could comfortably take it. There are clearly issues. I haven’t learned how to deal with the odd deformation that happens where the sphere converges and I’ve never been able to get eyes to work. Do you have to use sub-tools? Projection looks good until I pick it up and then it explodes.
[Highpolyoldman.jpg](javascript:zb_insimg(‘85425’,‘Highpolyoldman2.jpg’,1,0))

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Okay, I’m not touching it anymore. I think I’ve already over-textured it. Working with textures is fun though.

[Oldmansculptfinal.jpg](javascript:zb_insimg(‘85435’,‘Oldmansculptfinal.jpg’,1,0))

its better, but you really need to look at reference images when you scuplt. look at pictures of old men and how their wrinkles fall around the contours of their faces

You know, I really need to look into using image planes in Zbrush. Doing a referenced sculpt was the idea in the beginning, but I couldn’t remember how to make image planes so I just put my reference on a plane in a different layer, and because I also couldn’t remember how to change the opacity of the mesh, I could never really see it to reference it. I should’ve dealt with that before I got as far as I did, but I just got carried away.

You dont need ref planes to help you sculpt , infact I would advise against it. Just grab a few pics of skulls and a few pics of some faces and try to judge the anatomy by eye, or use a ruler :slight_smile: It will take alot of practice, Ive been doing this for a while now and I’m still a long way away from alot of the poeple on this forum.

Try working from the lowest subdiv, if your face structure isnt in proportion at a low res, then it wont matter what details you put on it at a higher res it wont fix it. You need to get the foundation right first before moving on, and sculpting at a lower res really helps build a foundation easily.

Anyway this is a great improvement from your last head. I hope you keep going at it. You will see in a few months time you will be much better :smiley:

goodluck

I work on the lowest subdivision possible when I’m making big changes, but I usually get lazy and do the smaller details on a higher subdivision than I need to because I can’t make the part look like I want it to on the lower level. It’s conveinent, but it doesn’t produce optimal work.

The proportions were pretty difficult to get down. In the end I was actually pretty pleased with them, but there is clearly improvement to be made.

Thanks for the encouragement, I like how Zbrush really gives you results. In traditional programs like 3ds Max it seems like progress and improvement is slow and tedious. I still have a long way to go before I’m going to impress anyone here, but I can measure my progress over time.

Just working on building a base mesh and then sculpting it in Zbrush. Usually I start with a simple sphere, so I’m trying to not only work on my Zbrush skills, but also on my traditional modeling skills.

Quadrifinished.jpg
[attach=85461]Quadribase.jpg[/attach]

Base mesh down there

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interesting model…what is it exactly? its looking good though…whatever it is ahah :slight_smile:

i still think your working with too high of a resolution. the majority of your models dont have very much fine detail so they dont need to up subdivided that much. its makes them all look hurried, which i am sure they arent. and if the fine detail is there, its not visible, so try to work on making it more pronounced. keep it up though man!

The subdivision is usually to deal with certain trouble areas more than anything. With faces for example, I can usually work with a subdivision of 4 or so, but parts like the mouth don’t even begin to look good without a subdivision level of 6.

I’m not sure what that last model was supposed to be. I initially meant it to be a robot of sorts, but I have yet to figure out how to make inorganic models in Zbrush.

I didn’t make a model yesterday unfortunately. I had a base mesh set up in 3ds Max but because I positioned it improperly the symmetry in Zbrush didn’t function right, and I just absolutely need symmetry in the early stages of modeling. I’ll either reposition it or start on something new before the day is over though.

I just got a new monocle, so I’m considering trying to model that in Zbrush.

The images aren’t too bad; but they need to be cleaned up a bit. Try turning the symmetry tool off after youve finishe the moel and try posing it, or making a smirk or something to add character. With the creases, its a good idea to keep symmetry on when creasing the skin, only turning it off when you want to add things such as scars, spots, grazes and such. If you look at the human face, because its generally the same on one side as the other, as far as skin and muscle and bone goes; the skin creases in exactly the same way on either side. Otherwise I think they are good.