ZBrushCentral

ZSpeed Session: Head Modeling

YOu guys are knowledge beyond knowledge. I didn’t take into consideration that you could edge loop the eyes into the sphere. Also, I used to create poles where loops meets at the eyes, and the mouth, so your sphere theory turns out well.

The control cage also looks really controllable!

Ahh I know now, I was thinking of the sphere being unanimatable because I started off with the sphere’s base resolution that Z-brush provides us. It’s a pretty high poly count to begin with, but is easy to make a quick head.

Thanks for your comments.
It is true that Bruce’s texture is too “oily”. Lol. :smiley:
I shall try to modify that.

I like very much the head of Shrek which was create, and the work of Pajonate (except for the height of the head, too thin, I believe).

Glad to see they are still going strong.

very nice work, pajonate. Wish my first post had been that well done.

MTB - I will send you my script, but you gotta promise to tell me how you fixed it. :smiley: :smiley:

I wasn’t going to post this guy, because I did not spend ample time on his face. I liked my earlier bird-man face better, so this one got tossed to the side, but I really like his dreadlocks, so I figured I would share. To get the details, I simply hid all other parts of the mesh, showing only one “lock” at a time, then applied the mechanical looking texture from the texture palette, used mask by texture intensity and did tools:deformation:inflate. After each dread, I did the helmet part the same way with a different texture. Not too bad for an experiment, I would say.

bird.jpg

very nice! I like it :slight_smile:

Slosh’s BirdHead Zscript Fixed.

Another quickly head, about 30 or 45 min. Sorry i forget record the session :cry: .

Another version of the forest elves (bit toony).

Hope you like it

toonelves.jpg

SLOSH! YOU’RE ALIVE!!! :eek: Hey bud, nice to see you around again. :smiley: :smiley: Get on MSN and look me up.

Hi everyone.
I’m (not shikuri) pigma.
This is my challenge.
low_hellboy.jpg
And ZTL file.
Thank you. :smiley:
My Homepage = N-style

Attachments

low_hellboy-tips.jpg

Just picked up Zbrush 2 yesterday, here’s my first head! lots of hours practicing the interface and going through others scripts to see how the heck this is done!
This took about 1.5 hours once I began it. I wanted to try it completely from scratch, i usedfirst_head.jpg sephilis’s script as a guide.

Yeah, I used to do the same thing back in 1.55b. I’m all over the multi-resolution editing now, though. Picked up very quickly from Meats’ class how much nicer it is to initialize at a much lower resolution. (the same thing was pounded into my head again with his DVDs, and also the Digital-Tutors videos)

I’ve only started experimenting with the edge loops this past week or two, but each model brings me closer to figuring out what I’m after.

Here’s the latest:

Ctrl-Z_Edgeflow.jpg

Probably two hours on that.

The “should be no trouble animating” line is a lie. It’s true for the features I was concentrating on, but I got lazy and sculpted his lower jaw and neck at high resolution. That was stupid. Too much of his shape is now defined “between the cracks”. Meaning, it only exists in displacement, and you can’t really control what you can’t predict.

But, I wasn’t going to learn that was a mistake until I tried it. So it was a successful day! :lol:

CTrl-Z,
That head has a really nice shape that is defined by the looping. It looks like you, pajonate, and abnoxio have a good idea on how to poly model(examples only taken from this page of the thread). Abnoxio’s initial method is probably identical to what I have tried.

It seems edge craft will always play a significant role in animation. The verts at higher subdivisions just follow the loops at low subdivision, so in the end, you can’t control what you haven’t manually looped.

i’m glad the z challanges are finally back up and running. tons of fantastic work here! so here’s my atempt at the head. started with zspheres. using the legendary sokar materials. mesh - around 470,000 polys. ran out of time before i could texture and/or detail anymore… :confused:

head1.jpg

but you need more work with the ears.

Good job, and greetings

[attach=5845]ZTimeLapseZBC1.jpg[/attach]
Here is Pix’s Timer…and so much more!!!

:large_orange_diamond:small_orange_diamond:large_orange_diamond:small_orange_diamond:large_orange_diamond:

This is certainly an excellent thread!

As mentioned in the first page, I was planning to write timekeeping ZScript but as you’ll see in here, it has turned out to be a bit different:)
Hope you’ll find it useful,
-Pixolator

[Edit] I see that Mahlikus The Black is fast and has already posted a link to the script! Thanks :slight_smile:

After Pixolator’s promise I was inspired to have a go at a Timer zscript which, although basic, may be useful (and Mac user’s might like to give it a try while they’re waiting!). :wink:

Wow, there’s been Lots of activity since last week.:sunglasses:

Hey Slosh, glad to see you in the speedo fast lane;) The dreadlocks on the birdman are eye catching, good stuff.
Baryonix, nice model of Bruce willis, the likeness is definately there (I heard he’s doing another Die Hard Movie, but don’t quote me on that)
Also, a unique Hellboy from Pigma, interestingly angular look going on there.
Great efforts from Andre and the rest of you guys too.:+1: :+1:

PS Ronster- I like your thoughts about seeing the CSI guys using ZBrush. Lol, that would be a turn up for the books.:smiley:

No Problem Pix…hehe.
Its a tasty piece of work. :smiley: :wink: :+1:

Just another entry…

Mizter Tarter Z

Cube modeling/box modeled…about an hour to model and about 30 minutes of goofing off time to paint ten minutes total rendering time out of that…sokar material…

edit…update2

did some more paintup and texturing 30 minutes of tweaking…five of rendering

oleYellerTeethHead12jsig.jpg

Attachments

SmilingYellaTth1J.jpg