ZBrushCentral

Wolverine-like character

lightning preview does not work on a matcap “material”

n-drew: Yeah,don’t know why it didn’t work in the first place.Must have mischosen the materials…

Anyways,I though I’d drop by and show a little update. This is the first time I’m making hair,so it’s not exactly as good looking as I though it would be…

I think it’s looking quite good. Perhaps the shirt wrinkles are all the same size, instead of some big, medium and small. Just a thought. Did you make the dog tags in ZB? I like it.

wow this is great stuff, the hair seams to be coming along pretty good.

royalwin: The wrinkles do have different sizes,take a closer look :wink: The dog tags were made in MAX.

wdcstudios: Thanks

Anyways,I’ve finished the hair but I need your help now. I made it as a different object and it looks too fake 'cause the transition between the face and hair itself is too strong. Any ideas on how to get rid of that? Maybe I could use ZProjet brush or something like that?

Heyaa MrB! Top knotch updates… re the hair, I’d say you could tweak the base of the hair so that the angle it starts at the skin is less perendicular… If there was a more gradual angle between skin and hair you’ll gain credibility me thinks.

Keep the great work rollin mate :+1:

One thing you could try is to being the hair in as an inserted mesh with the base head. Then you could use the clay brush to make them seem to merge into one another a little better.

As to the wrinkles, I am talking less about their length, which is how the shirt wrinkles are distinguished now, than by their overall size. I might expect some wrinkles to be on the order of inches across, and some much finer. They also often have a soft side and a hard side as well. The gravity effect on brushes can help add this automatically.

The hair is like that as well. There is usually a large frontal mass, a temporal mass, and a side-burney kind of mass, which you have done. Then, in sculpture, you decide if the hair is to appear dark or light and this drives weather you use deep cuts (for dark hair) or very few details (white hair) or somewhere in between. Then, to avoid the hair lbeing treated as an ornament you look at the outside contours and planes, define the large masses, and then finally the details.

Great work this is a sculpture from Concept Art maybe it can help you for detail, while u doing this CG sculpting other person outher is doing in clay sculpting :smiley:

http://www.conceptart.org/forums/showthread.php?t=93800

daddymack: Thanks :slight_smile: I’ve already found a very nice solution for my hair problem.Used MeshInsert and Clay brush.Worked out quite well :wink:

royalwin: Thanks for the tips,but I kinda like the way those wrinkles look. I used a photo reference to do them…Check out my first post where I showed a different type of the shirt.The wrinkles may look more realsitic there,but I don’t like the design,so I made a new one…

mayajulian: Yeah,I saw those pics,really great sculpt :wink:

Anyways,I think I’m done with this model.I’m still not sure if I want to make hair on the body,though.But I guess I just leave it as it is…By the way this will be my first model for the modeling reel I’m planning to make :wink:

No problem here. I think it’s a very nice piece and will show well on your reel. Keep on sculptin’!

I love this model… great pose, i been asking my self how you model the shirt and pants, i mean… specialy in the arms and neck of the shirt.
Could you post a low wire of the shirt that you did on 3dmax please? :cry:

Thanks

(sorry for my english)

Nice Job! I really like this character and the way you did it! I know you may already finish it but In my opinion you should smooth a little the hair… Make them a little less bumpy or more flat… I dont know if you understand but I kinda had difficulties to explain it in english…:wink: