ZBrushCentral

Zbrush should have a Character Face primitive

So I was just watching a tutorial on Zbrush about modeling characters, and after the instructor finished modeling, he had to redo the topology for the face and ears to make it easier to sculpt and animate.

So, I wonder, why doesn’t Pixologic or some 3rd party software team develop a 3d character head/face primitive in which areas for the eyes and mouth and ears are formed in a circular pattern by default? Just take a basic universal head where the topology is already perfect, scale it down to a minimal number of polygons, then use that as a primitive skin for a new Z-face or Z-head object which can also spawn off Z-spheres?

It could look just like a Z-sphere with a smiley face on it (or a different colored Z-sphere), and when you push ‘a’, you see the primitive polygon mesh of a basic face with proper topology.

Thoughts?

I’d just use the “Super Average Man Low” or “Demo Head” that come with ZB as a ZTL. They’re provided for a reason and pretty sure you can build from them if you choose to. If you want to preserve a bit more artistic integrity, get out a big smooth brush and smooth off the details so it’s more like a lump of clay.

There are also starter models to get projects started on the download center:
http://www.pixologic.com/zbrush/downloadcenter/index.php

I also forgot Nick Z’s wonderful, free human mesh: http://www.zbrushcentral.com/zbc/showthread.php?t=61792&page=1&pp=15

-K

Good idea. But, one main reason why I would prefer a Zbrush face primitive is the parameters and settings options. For example, maybe I want a character with one eye, or 5 eyes, or two mouths, etc. With a primitive, I can define those options along with what type of mouth (human, a bird beak, lion jaws, etc.) and so forth.

To make due with what’s available, I think you have a good idea of using those starter models. But if there were just functions in a primitive that builds low poly eyes, low poly ears or mouth, etc. then I think it would quicken the work flow.

  • redwhitejacket

that is a whole program in itself…to create your base geometry for you…and I really hope they don’t come out with it…(facerobot) It’s like using poser and saying your made it. all you did was play dress up on a GIjoe in 3D. anyway, enough bashing…im sorry.

It’s an interesting thought, but possibly beyond the scope of Zbrush or Mudbox category of products. :wink: You might be able to simulate this by keeping a library of base meshes around. (I have literally hundreds of starting points I’ve saved in my 3D morgue.) Some clever work with the Zproject brush and Mesh-Insert brush you can quickly go from a simple primitive to reproducing a beak or an unusual nose quite quickly. ZB’s retopo tools allow you weave together meshes into a single projection pretty quickly as well.

-K

I’m not talking about coming up with predefined characters you merely “dress up” (they already have those anyways), I am talking about coming up with sensible base topography for you to start with to create your own characters. They could even be as basic as “eye” topography, where you determine how many polys and where they are located and how they are arranged, etc.

The artistic freedom to sculpt and create is still there, This would just save people a step in the process.

Hey, some guy came up with a really really cool alternative to what I am talking about. Check out how this guy establishes proper topography for eyes and mouth and ears on a primitive mesh by inverting Z-sphere on a Z-sphere head!

Cool stuff!

http://www.youtube.com/watch?v=GNroykC_1zU

(the video is a pretty fast, but if you slow it down you’ll see it more clearly)

Ah . . . you’ve stumbled on the secret method for adding loops with Zspheres. :slight_smile: I think I learned that trick from Gnomon Workshop. :wink:

Another trick to adding loops is to hide the all polys but the one you need to add a loop to. Then use the “Edge Loop” button. Unhide and with the move brush (sometimes with a 0 diameter) to move the points around to shape.

-K