ZBrushCentral

Vir Norin Sketchbook

Hey, thanks :D!
Just working on something simple before starting more complex stuff. Plus practicing in achieving likeness… though as always the likeness sucks :slight_smile: I should practice more.

Really like your work:+1:
Keep it up :slight_smile:

Thaniks, man! If she gonna look decent to the end I would probably add some emotions to make the sculpt more interesting.

OK, I like how she looks. So taking this project more seriously. Added shoulders and started blocking the jacket. For some reason my Zbrush has performance problems and sculpting goes with discomfort… Jeez. I really need a new PC
Eva2.jpg

Attachments

Eva.jpg

[video=vimeo;98846929]http://vimeo.com/98846929[/video]
Did quick and rough turntable. Just for fun.
For some reason it is not showing a video, but only a link. Strange.

Started transforming my Centaur girl into regular human. One day of work. Still not sure about the final volumes. Working mostly from my imagination (it was a while since I did my last full female body so I need to fill some gaps and be sure that I’m still confident with anatomy). Later I will grab some references for sure. Hope you will like her.
Body WIP.jpg

Wish I could do that in one day! Very sexy

Icebox64
Thank you. I believe it is not very fast. Plus the legs outside the render are still far from being finished. I know people who able to do a good looking figure just in one working day. I wish to be so fast but this days I’m getting tired so quickly

Nice work on the rebuild :slight_smile:

Btw, why did you deactivate your DA account? (unless you didn’t)

Thanks, Anthony!
I’m trying to start a new life cause I cannot live like now anymore. And very important part in achieving my goal is to minimize the amount of time I spend on social networks and Internet overall and concentrate more on my thoughts with a little hope to establish some sort of an order in my mind. Deleting DA account completely might look like a radical choice but experience showed me that half measure isn’t effective at all. Sorry if this withdrawal was confusing to you. I don’t even know if I continue sculpting, but if so - all my new works will be posted here.

After the long break I made a simple project to warm up. I always feel uncomfortable when starting sculpting after long breaks so often I’m doing side sculpt like this to refresh my muscle memory. Still not finished, but the hardest part is done. Hm, maybe I can turn this beast into something interesting in future… what about a pet for necromancer girl?


Great work. I can’t wait for more!

Thanks man! I have several main projects to finish first. And then I hope I’ll be able to come back and do something interesting with this beast

OK, after very long break coming back to her. Here is a test render to show the current stage and to compare with further changes (too sad with this quick lighting her face looks boring).
For now the biggest problem is that upper part of this character was already fine-detailed (when she was a centaur) and has a lot of polygons. So to simplify my workflow I decided to sculpt the legs as separate tool. But this approach causes one issue - for now I cannot sculpt across the transition area (where two tools meet together), hence her hips aren’t 100% aligned with ribcage. But I will fix it as soon as I combine them into one tool.
And here is “To do” list

  • Rework the muscles of her spine entirely.
  • Maybe make the fat pads above her ilium a bit bigger. Now she looks very slim. Although I really like her look and don’t want to change her drastically. I even don’t know what kind of style I’m looking for: stylized or rather realistic. Now her torso proportions leaning more towards idealized side. For example the width of her waist is only one head length.
  • Since she is really slim, I might add some ribs projecting through the latissimus dorsi. Plus I don’t really like the way how her costal cartilages are looking. They are basically making one downward convex curve while I want to make two long distinct curves for 7-8 cartilages and two short for 9 and 10 cartilage.
  • I like her legs but they are definitely too powerful for her complexion. Make the rectus femoris not so bulky and rework the knee area.
  • Really like her bum so I will leave it as is.
  • Her spine looks too curved from a side view, but in future she would wear shoes on a high heels so this might look OK (still need to read more about how female shoes affect the posture)

I think she’s coming along quite nicely :slight_smile:

Hey man,wassup?:wink: this one looks really great.keep it up.

Personally I feel her legs are within proportion for her bodytype; If you make her legs any slimmer you run the risk of making her look sick. She is VERY thin already. In general, when they are this thin, most ladies’ legs are the most muscular parts of them.

Her spine is, I feel, too long. If you hike her hips up about an ‘inch’ or two, she’ll look more realistic IMO:

Excuse the quick edit but I felt it would be easiest to show what I meant. If you shorten her spine, you could do with shortening the legs too, but I think you are going for the long leggy look. :slight_smile:

Anyways these are just suggestions, take 'em or leave 'em! Lovely work. I hope I can eventually do lady faces like that!

I think she’s coming along quite nicely

Thank you! Yeah, I like her too, though I still feel there is something wrong with her look that I need to correct.

Hey man,wassup? this one looks really great.keep it up.

Hey, thanks! I’m fine more or less and have a lot of cool ideas for sculpting. I hope I will get enough energy to realize them. And how re you ?:slight_smile:

Personally I feel her legs are within proportion for her bodytype; If you make her legs any slimmer you run the risk of making her look sick. She is VERY thin already. In general, when they are this thin, most ladies’ legs are the most muscular parts of them.
Her spine is, I feel, too long. If you hike her hips up about an ‘inch’ or two, she’ll look more realistic IMO:

Thanks a lot for taking your time and doing this. Yes, the problem with the length of her torso bothers me a lot. The most interesting thing is that I like her look from a front view while the back and side views are definitely showing some problems. So I’m trying to find a compromise and fix it without breaking her look from a front. In orthographic view proportionally her torso length fits nicely into canonic measurements (chin-nipples-navel-crotch), so I believe she looks elongated mainly due to very thin waist and delicate ribcage/shoulders. But regardless I’m thinking about squashing it a little bit as you did, though I think I will do it rather above the navel. Cause I’ve tried to imagine the ribcage inside her body and the distance from it to her pelvis looks a bit increased.
And this is very interesting point about the muscularity of the legs in thin persons. I should probably do my own observations, thanks!
PS This lighting and material aren’t very flattering to her face. I even thought about cropping/blurring her head before posting. But anyways she looks lovely on the final render where she is a centaur. I hope I will mange to keep this look in future cause I finally decided to leave Maya and mental ray and jump into Cycles in Blender.
Thanks again and good luck !:slight_smile:

This is definitely a very important day for me. I’m excluding Maya and mental ray from my workflow completely and switching to Cycles in Blender. While it will take some time to learn a new renderer, I’m sure my works benefit in future. Cause I’m really sick with mental and its weird implementations in Maya (it is 2014 year but they still cannot implement easy to set-up linear workflow and other stuff). Here is a quick test to ensure that Cycles is able to do all the stuff I need. To summarize it quickly:

  • Displacement (yes, and very easy to set-up in real-time)
  • Working SSS (is present, but compare to mr_sss renders a bit slowly)
  • Fibermesh to hair guides converter (yeah, finally!.. though it is a bit buggy)
  • hair and fur rendering (nothing to compare with maya’s crap)
  • Easy material layering (sure)
  • Heavy scenes support (takes a little more time to compute but renders surprisingly fast)
  • Volumetrics (definitely in 2.71)
  • Realtime rendering (yeeaahh)
  • And realtime DoF as a bonus.
    Verdict: bye-bye Maya and mental ray.

PS Hair color is random. Though last week I was probably reading too much of Nemi Comixes hence my brain picked this cyan color :slight_smile:

Started implementing changes from my “To Do” list. Although I don’t feel very good and today I did just a minor job: suggested new form of the ribcage plus some tweaking of her thighs. Still a lot of stuff to do. Plus she is not textured below the waist.
However the main reason posting this is that I’m trying to create wet looking skin shader inside Zbrush. Doesn’t works very well with her face (looks to sweat), but I like the effect on her body. This was made just for fun, but I’m planning to do her wet in some of my upcoming projects. Plus I should figure out how to do a wet drapery shader in Cycles that gets transparent when it is very close to the skin. If I didn’t manage how to do it I would probably just fake this effect with polypaint
FrecklesWetSkin1.jpg
FrecklesWetSkin2.jpg
FrecklesWetSkin3.jpg
FrecklesWetSkin4.jpg