ZBrushCentral

Wip - "Khenchela".

Hi, I’m try to make the “portrait robot” of…

Name: Khenchela
Sexe: female (I hope)
Age: 27 years old
Size: 1.65 m
Eyes: green (maybe)
Adress: Unknow (travel around the world)
work: Unknow (we intended to say that she was in the search of Fouad B.)

Definitely better than aliens, monsters, and sterile paintings.
Viva La France!!!

It’s a personnage of comics or entierely imagined ?
Pilou

Man, how could you do this to me? I’m having
an almost similar project which actually is
not yet finished, and now I will have to
consider a pre-relaese. Most unfortunate! :frowning:

Your model looks pretty cool and I will follow
your progress eagerly!
:+1:

Great modelling and a very nice render.

:+1: :+1: :+1:

Hi FouadB as been pointed is a great model and the details are very elegant¡
Congratulations
Andreseloy

thx guys :wink:

Pilou, yes from my mind, not an comic heroine, but … maybe one day!!! :smiley:

ahahahah, Matvara sorry for that … and I hope I can help you.
cwahl just a three point light, and the first light Zmode shadows,length 500, intensity 100, ray 1,aperture 0, blur 0
André, as usually, kind comments again thx.

I have a “little” problem.

this head was exported and reinported to change the texture coordinate.
then appear that green line, and when I work on the head center or smooth that area the separation appear more and more…
any magic solution?

It looks like your UV seam is going straight through the middle of her face. You might want to create a polymesh of the face and redo the UV layout. I think that will get rid of that seem.

Good work so far! I like how you pose your models while you are working on it. I need to learn to do that.

Hey Fouad.

Nice modelling and development.

You get a seam like that when you export primitives (it looks like this was made from a sphere3d). As for a fix I’m afraid I don’t know, though I am sure the issue has been raised on ZBC before.

Looking at it though, wouldn’t you be better off sticking with spherical or cylindrical mapping anyway?

Edit: Here’s a link. Matvara says if you export first as .dfx it can solve your problem - hope it helps.

thx WcHamlet and BoneCradle I will see that. :+1:

Next step :

  [img]http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1076560149lal.jpg[/img]  

Head unified skin and remodeled finaly … (argh!) :slight_smile:

Hi Fouad;
The dxf export solution helped me when I was trying to export
from Wings3d to Zbrush and I had “non-standard faces” in my
model as Zbrush tend to report whenever it finds faces with
more than 4 sides or non-welded vertices. It appears that
all those problems are solved internally during a dxf conversion.
I am not sure if it can remove a seam altogether. But one
way to check the position of the seam would be to texture your
sphere by applying the “spectrum” texture before you start
modeling. That way you can place the seam on the back of your
sphere and then continue modeling.
Good luck withyour project!
:slight_smile:

thx Matvara :wink:
as you saw, I choose the “bad” solution… unified it and re fine the modelisation.

Finaly that’s right because, when you divide just some area.
You always have defects which appear and the “seams” are very often apparent.
With unified skin all become right.

La “classe” :cool:
Very select! A Stahlberg model :cool:
Bravo!
Pilou

huh! Pilou that is a nice comparison for me!!
I’m supra fan of Steven Stahlberg.

thx! :+1:

Echo: La Classe!!
Tres elegant!!
Looks nice too.

Thx Bicc39 :wink:

one of the multiple tests of texturing.
I will test another texture and if not better I will continu with that.

wow very nice modeling and life looking pic … u earn :+1: :+1: and more! hehe

VERY nice, Fouad… :slight_smile:

:+1: :+1: :+1: :sunglasses:

Been cheking this thing out and well…Awesome head and texturing buddy!
Awesome everything.
It is turning out amazing.
Can’t wait to see more! :+1: :+1: :+1: