ZBrushCentral

Vir Norin Sketchbook

Yeah I put Eugenia Diordiychuck (lovely gorgeous woman) one in purpose because I know your from Ukraine :p. I try to help in same time I’m learning from what you do and you mistakes because I’m still struggling to achieve a good female body shape :rolleyes:

Oh, it is very kind of you :). I remember when I was collecting my library of female beauty, one day I decided to image-search in Google and find more info about them. And I was so surprised when I realized that major part of girls in my collection were from Ukraine or Russia. Looks like my brain on subconscious level picks slavic girls (no offense to girls of other ethnicities).
Yeah, I often trying to help other people with anatomy, sculpting or regular poly-modeling cause I also learn something as well.
I believe we are all struggling from time to time when it comes to depicting female beauty - such a hard task, much harder than sculpting male’s bodies.

Quick doodles to find a proper facial type for my next character Rusalka (some sort of mermaid from Slavic folklore). Actually I did three sculpts but the first facial type was round and too soft - definitely don’t want to implement it since I’m not a fan of plump girls (did it just for fun and practice). I’ll probably sculpt yet another three faces and then pick the best facial features and try to combine them in one final face. Plus I’m really thinking about starting some stylized portraits. So in the end she might have some idealized features.

Unfortunately, my previous sculpt (sitting girl) isn’t finished yet. But I promise to finish it before taking this new project more seriously.

After the long break decided to come back and finish this girl. Cause it would be a shame to abandon yet another project. Though I already dislike the pose. As I said previously I haven’t proper references and I’m forced to do a lot of guesswork. The main problem is her limbs, where happens a crazy combination of twisting, extreme pronation and extension plus compression. Her right breast now interacts with her arm, but i believe I should squash it more. The other very complex area is her crotch. I intentionally included a render with a such tricky angle cause I’m still in doubt. So yeah, I’ll be glad to hear any suggestions

Amazing progress.

Thanks, man! I do my best :smiley:

VERY GOOD WORK FINE AND VERY SUBTLE FEEL GREAT CONGRATULATIONS:D:+1:

Thanks a lot! I’m planning to do a simple environment for this girl and render it with good renderer. I just hope I’ll not lose inspiration and finish it. Cause I already have cool ideas in my mind for another project and cannot wait to realize them.

Good work man :wink:

Thank you very much :slight_smile: Glad that you like it!

By putting those smiles over the genitals you totally made these images work env. friendly.
What is about… ah… never mind, carry on.

MCNistor
Strange, I can see your comment here on the main page but not in the actual thread… maybe you just deleted it after posting and forum has some problems dealing with it.
But yeah, I like this method with smiles :slight_smile: Much better than using weird mosaic for hiding 18+ stuff

Nice progress, and I like the pose. :+1:

Her thigh volume still seems a little light to me (in relation to hips/pelvis). 2¢

Thank you :slight_smile:
You mean her right thigh, which is lifted above the ground? If so, yeah, I also feel it is on the thin side right now and I should give it more volume, especially to area more close to hips. The problem is: in this position I cannot figure out the final volumes due to extreme flexion. Pretty much all the muscles in this area changing their form drastically. In theory this is quite easy, but in practice it is quite a pain. I already did several attempts to redo this area but wasn’t satisfied with result and left it as is. In a next few days I’ll try to finally fix it, along with her left thigh, which has some vague forms as well

Man, I always feel like your characters are just rubber dolls, the basic forms are there but it seems you’re trying to overrun yourself, going for the little details like wrinkles on the nipples before grasping all the little vallies and mountains that the human(and animal) anatomy is composed of.
Maybe it could help to make some quick anatomy studies, starting from a sphere. You know, it’s been some time since I saw you making some sketches and anatomy sculpture from 0.
Just my two bits :slight_smile:

Hello, Dario!
Can you explain a little better what exactly makes her dollish to you? I know that my figures are still lacking some natural harmony, like in 3eof’s sculpts for example, so it is very important to know. I’m not sculpting very often this days cause I don’t feel enough motivated. In my country game and movie industry aren’t really developed, so if I sculpt something - it means I’m doing it for myself and just for fun. Regular poly-modeling and product visualization has more perspectives in my region (financially speaking), hence I’m spending much more time on them. Sure I’m doing some anatomy studies, but I don’t consider them as something that is worth to be uploaded here. Usually I’m posting stuff that potentially might turn into the big project (complex scene with real environment and rendered with proper rendering engine).
Speaking about the nipple texture - it is just a remnant from the previous character when she was a centaur.
PS I don’t like using dynamesh if I’m not experimenting a lot and the final form is quite predictable. For me it is easier to build a base-mesh in poly-modeling software instead of using a sphere as a starting point. Also, my PC is weak and at some point after adding resolution to Dynamesh I’m encountering serious performance difficulties when navigating. Working with subdivision levels is more comfortable (since Zbrush drops the sub-d level when moving object)
PPS I hope you aren’t counting the material, presented her, as something that makes her a dollish. It is temporary, I just like this shiny wet look.

I’ve been following your work for a while, but I disagree with Dantert. I find your anatomy studies quite interesting, and I don’t see the “dollish” look, except that a little bit too high and even specularity on your polypainted renders, which might be a reason for a misleading look for some people. But I think it’s fine, since I assume this is still a WIP, right? :wink:

Anyway, my comfort zone in sculpting is also females, so I’ll hopefully drop one WIP of mine here soon (creating my first thread ever containing all my WIPs and works). I’m extremely self-critical, so the current full female body I’m sculpting isn’t for public eyes yet. :smiley: My main goal is always to have a game resolution mesh with textures and real time shaders.

I’m also happy to see another Blender user too, so that’s cool Vir Norin. I’ve tried to learn Max along with the game development school where I’m as a student, because it’s mandatory to learn to use it in there. BUT, I’m a very stubborn, and I’d prefer Blender only, because IMO it’s probably the most stable and intuitive 3D modeling package. At least for me. Maya looks somewhat interesting, but I’ll stick with Blender, forever. But, naturally ZBrush is my main sculpting program, because I love it, like everyone else here too. It’s like a Blender’s brother with the stableness and functionalitiness. ^^

One critique though, the definition of the ear on your female character could be more defined on the anti-helix as a whole, and on the helix when it curves past the tragus to the concha. Like in this reference: http://upload.wikimedia.org/wikipedia/commons/c/ca/Gray904.png

EDIT: I also prefer having a good base mesh with evenly distributed quad geometry over the dynamesh. One of the reasons is that I usually have polygroups, and especially on the mouth for upper and lower parts with inner cavity to fill with gums and teeth.

Hello and thanks for a kind words!
Previously I was posting my models with much drier shader (a bit modified skinshade4). When I was working at female version of this character I had a particular project in my mind, in which she fights against several guys under the rain. So I thought that before even finishing the model, it would be interesting to see her body wet and shiny. I did this shader as a test, but later realize that I actually like this high specularity. It just gives me some additional points of interest. And when it comes to regularity of the spec - I’m intentionally keeping the skin smooth. Previously I was using HD geometry and sculpted fine details like pores over the entire body. But this causes a lot of problems later, like after posing and fixing the character most of fine details just vanish or becomes distorted. This days I’m trying to have a denser topology in the face region to be able to sculpt original pores and wrinkles, and then combine it with procedural pores in Blender for the rest of character’s body. IMHO this method gives a lot of flexibility. Sure everything here is just a WIP. Soon I’ll export everything to Blender and start making more realistic skin shader.

Yeah, Blender is awesome. Sometimes it is sad to see how much it is underestimated by other people, often explaining their dislike with stupid argument: “Come on, it is free. How can it be better than industry standards like Max or Maya?”. Sure I cannot say about every aspect of Blender since I use it primarily for modeling, but in this field it is really powerful and flexible. Don’t know about Max since I haven’t a lot of experience with it, but Maya’s tools in comparison are just lame and clumsy. I don’t even know how Maya’s users can live without non-destructive workflow and modifiers.
And I totally agree about Blender’s intuitiveness. When I don’t know something, I just take a time and use trial and error method. Usually it takes just a little time to understand how to fix an issue. Nothing to compare with Maya, where sometimes even documentation cannot help to understand what a hell is going on here. And this is not a sign of complexity and higher functionality, but rather obsolescence and lack of clarity (Autodesk and its marketing policy are killing the software)

About the ear. Thanks, I will take a note and try to improve next time. I believe this is because I use the same picture of ear with not very defined anti-helix as a guide for all my sculpts. Hence they are all very similar and have the same distinct flaw.

OK, will be awaiting for updates from you. And Oh, I know about self-criticism since I also rejecting a lot of stuff during the work.

nice job man.great proportions.but I think the breasts are too pointy.aside that everything looks awesome.keep it up.;);):wink:

Thank you my friend :slight_smile: There is nothing I can do with my fetish: perky pointy breasts with raised areolas :p. But next female-character would have different breast type.
BTW stunning work with Casey Jones. And overall it is nice to see a wave of TMNT fan-arts here.