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VISEone - SKETCHBOOK

Thanks guys.

Well, to be honest - I spent hours for the render settings and lighting - since it has such a high polycount it took so much time each tweak i made…I started to build up a whole environment but this was way too much polys - it didn’t crash but turning the scene took too much time.

So what I’ll do now - since I’m not satisfied myself - I will decimate each tool and come up with a decent scene - it’s not over Mr. Turtle!

Okay, I just couldn’t leave it final as was.
I put some more effort into the piece and think now I really can close thiis project.

I decimated some tools and was finally able to add a little scene and use of fibermesh.

Some final touches and the comp have been done in PS.

Thanks for your comments.

TITLE: “ADVENTURES”

ADVENTURES-01.jpg

Perfect work, Viseone! The fibermesh grass adds a lovely touch to a great sculpt.

Man, you did a great job!
Good luck in your next projects!

This is a lovely scene!!

I think you did a great job! Keep up the good work.

Now that’s what I am talking about. Man, that came out GREAT!! You know, if Pixologic is looking to promote their FIBER MESH, ‘I think’ this would be a perfect exsample of how and when to use it! THIS SHOULD BE TOP ROW for that fact alone. Anyone else agree??

On another note, I stopped the progress for now on my Purple HotRod image, cause just like you, my image has become WAY TO HUGE. So, just going to wait on the new QRemesher to bring down the polycount (don’t care too much for how we have to do retopo in ZBrush right now, and I did decimate some parts, but don’t like to much the topo layout it leaves behind, at least not for bigger parts). I have learned much though, so, starting on a new project for now and starting this one, the correct way i.e. keeping my polycount down as much as possible.

Anywho, will continue to contact you via email as we have been.

Best.

Thanks for the comments - Top Row ??? C’mon I’m far from top row works.
It came out great for me as a beginner and I learned many new ZBrushology - and that’s the best part.

As you said - I’ll too will from now on look on my polycount and start to work with retopology, UV maps and all that stuff to keep your file size smaller and therefor be able to make more complex scenes within ZBrush.

My next project now is to model a full character with clothing - human cartoony like - no straight plan yet - just doodling and I’ll see where it will end.

I think it came out pretty well, I think I like what you did with the environment more than the main model itself tho. You should do more environment work, you don’t see a lot of that on here. I do like the personality you gave him though.

Some specific things I noticed after the initial viewing:

  • The Crinkling pattern around the neck and above the foot. Was this a result of the deformation or intentional detail?
  • The cavity of the nostril could be a little deeper, it makes the face a little static looking in this subject. In a standalone sculpture setting, it wouldn’t standout as much.
  • I wonder if the rope(s) would look a little better with some fibermesh details added to give it that straw appearance.
  • There are only two depths to the entire piece, the foreground and the blurred out background. Some type of middle ground could add depth, rather than having the entire background blurred out.

Good job!

Some specific things I noticed after the initial viewing:

  • The Crinkling pattern around the neck and above the foot. Was this a result of the deformation or intentional detail?
  • The cavity of the nostril could be a little deeper, it makes the face a little static looking in this subject. In a standalone sculpture setting, it wouldn’t standout as much.
  • I wonder if the rope(s) would look a little better with some fibermesh details added to give it that straw appearance.
  • There are only two depths to the entire piece, the foreground and the blurred out background. Some type of middle ground could add depth, rather than having the entire background blurred out.
  • The Crinkling - if you mean the edgy neck - this is supose to look like this - also above the foot - there’s all as it was intended :slight_smile:
  • The cavity of the nostril maybe could be a little deeper - but I thought this would fit to the edgy head

I like the idea of the fibers on the ropes - this is def. something i will keep in mind for a next scene.

  • for the depth - I used the Depth out of the render - the far backround is just a blurred image and was not part of the render.
    I tried different settings of the lensblurr and this is what came out best.

However - thank you so much for your input - this is all very helpful for future pieces since I’m still on the beginning of learning 3D stuff.

I love this work. Just excellent.

Ezra

Thanks EZRA!

And here’s another WIP. Again I got a plan for this but will see where it will take me…

open mouth.jpg

Some progress…

morning.jpg

hahahahaa great!
can’t wait for the final image

keep it up

som80

That’s great Vise!

I just love the finished version of “Adventures”! :lol: It’s good to hear that you are a big fan of the Eat 3D tutorials, I plan to check it out. Cheers, David :smiley:

Thanks a lot - these comments encourages me to go on and that I’m on the right way.

Update will follow during the day…

I didn’t put too much time into this piece - since it was just another doodle I started.

So this is a first comp for now - maybe I get back to it someday…

Rendered in ZBrush - comp in PS

mondays.jpg

nice one :smiley:

Way cool!