I've been learning ZBrush recently and wanted to jump into the deep end and go straight to a human head after experimenting with a few things in ZBrush.
Here is what I have so far:
Side View:
Front View:
Its all sculpted from a sphere using Dynamesh so far.
I want to start working on making the face asymmetric next. Does anyone have any tips or brushes for doing Eyebrows or skin pores?
Any feedback would be greatly appreciated!
@Simtone - Nice start! I'd watch the anatomy from the profile view specifically, especially around the bridge of the nose and nose in general. Are you working from a reference for the side view?
Joshua great for you to post your stuff and you should keep it up because you'll learn really quickly here.
I'd lose the signature (big, obvious signatures are a bit naff) and try to work some more from reference. Like, in your top bug creature (blistergrub is a great name) I'd look more at a variety of creatures after you've got your basic shapes and look for what's missing in yours. How do carapaces work? Where are there visible segments? That kind of thing.
The same goes for your lagoon creature -- that's the weakest piece because it demonstrates you don't have a solid anatomical base for it (e.g. jaw bones and muscles - or some alternative way for it to open its mouth, e.g. skin flaps with tendons.
Observation and drawing/sculpting with references will help you grow really quickly. What's good is that you're making lots of creative work and trying to present it really professionally.
Thanks for the feedback! I agree with you on the use of references I usually just draw a quick concept then go from there, but I really should be using more research. I'm still unsure where I want to go with video games as a career it seems daunting at times seeing others work, but it really just pushes me to work harder. I removed the signatures I see now they were tacky. I wish I would have had more time for these projects the three heads were done in two weeks using Mudbox. I have started creating my own library of VDM's for sculpting this should speed things up for me in the future.
@Carabiner Thanks! I have not been working from a reference which I realised was a HUGE mistake, I've at least been referencing some images for certain parts of the face. I'll be sure to reference something next time xD.
I just did a quick update on the forms of the face and its looking somewhat better now.
Thanks for the feedback though! I want to eventually work on the body of this guy and retopologize it all, bake some maps and have him game ready! It my first big major project so I want to make sure I get it right
This is really awesome did you use Max2016 for this? I had herd they added sub-d modeling but haven't had a chance to model with it yet. Do you recommend any good tutorials for your method?
Great job Ben! Your environment looks beautiful it has wonderful world lighting. From the little bit I have played with Unreal 4 the differed lighting seems to give me headaches compared. It is oh so much prettier and easier to work with then UDK.
Great job Ben! Your environment looks beautiful it has wonderful world lighting. From the little bit I have played with Unreal 4 the differed lighting seems to give me headaches compared. It is oh so much prettier and easier to work with then UDK.
Thank you Joshua, much appreciated! Indeed, and it's getting upgraded and improved every week or so. The UE team have really great communication with the community.
Simtone
It's cirtainly a good start! Now, without seeing your reference theres not much I can say so I will assume the proportions of a "generic" head.
The main issues I believe are located in the side view, specifically the ears and lips.
From a side profile on average the upper lip is dominant, meaning it extrudes furthur out from the face that the bottom lip.
also, I understand that ears are difficult to sculpt at first and seem to look very complicated but you need to look at the overall shape some more. for example, the helix of this sculpts ear is way too far back at the attatchment point when compared to the tragus, resulting in a very odd looking ear.
Everything I just said should be "taken with a pintch of salt" since there is so much varience is real life anatomy.
Hope this helps
Simtone
It's cirtainly a good start! Now, without seeing your reference theres not much I can say so I will assume the proportions of a "generic" head.
The main issues I believe are located in the side view, specifically the ears and lips.
From a side profile on average the upper lip is dominant, meaning it extrudes furthur out from the face that the bottom lip.
also, I understand that ears are difficult to sculpt at first and seem to look very complicated but you need to look at the overall shape some more. for example, the helix of this sculpts ear is way too far back at the attatchment point when compared to the tragus, resulting in a very odd looking ear.
Everything I just said should be "taken with a pintch of salt" since there is so much varience is real life anatomy.
Hope this helps
Thanks very much for that! Yeah the unfortunate thing is I didn't actually have a reference which I now realise how much of a mistake that is! I did a generic head shape and just rolled with it. I'm going to try and just finish the face up quickly as I'm eager to move on to other sculpts and feel in need of a fresh start, with a reference this time
Level of the course will be from Beginner to Intermediate.
Prices will range from $450 upwards (for a Standard Enrollment) Payment will be made through Paypal.
Length of each the course will be 8 weeks in duration.
2 hours sessions Live streamed every week (Will be every Tuesday- first session on Tuesday 2nd of June 2015 @ 2PM GMT London UK time)
Location will be Online.
Each Online classes will be limited to 10 Students maximum.
The workshop put emphasis on workflow methods, hence you can use alternative 3D package software if you wish
This course is suitable for people who wish to improve their knowledge in modeling and texturing low poly characters.
there will be 8 Sessions of 2 hours each, where I will be giving lectures on the following
Anatomy
Sculpting Digitally using Zbrush
Retopologizing using Dynamesh, Zremesher and Maya 2015 Quad draw tool and reprojection after retopology
Unwrapping using UVMaster
Texturing using Alphas, Polypaint and Zapplink
Baking Normal Maps, Ambient Occlusion, Specular Maps
Rendering, lighting and shading
and lots of tips on how to speed workflow, sculpting Anatomy, heads, clothes, shoes, texturing eyes cloth etc
Each sessions will have an assignment for the week after and I will give personal detailed feedback on all the work you send me, within the class as well as on a one to one basis.
Throughout the workshop the aim is that you should be focusing on modeling one single character within the 8 weeks and also doing side sculpts as a way of dealing with other problems.
The workshop will start on Tuesday 2nd of June with a non-stop 2 hours live session from UK at 1.30 PM (GMT+1) Every week, until the end of July each session will take place on Tuesdays.
Regarding the actual structure of the course:
there will be 8 Sessions of 2 hours each, where I will be giving lectures on the following
Anatomy
Sculpting Digitally using Zbrush
Retopologizing using Dynamesh, Zremesher and Maya 2015 Quad draw tool and reprojection after retopology
Unwrapping using UVMaster
Texturing using Alphas, Polypaint and Zapplink
Baking Normal Maps, Ambient Occlusion, Specular Maps
Rendering, lighting and shading
and lots of tips on how to speed workflow, sculpting Anatomy, heads, clothes, shoes, texturing eyes cloth etc
Each sessions will have an assignment for the week after and I will give personal detailed feedback on all the work you send me, within the class as well as on a one to one basis.
Throughout the workshop the aim is that you should be focusing on modeling one single character within the 8 weeks and also doing side sculpts as a way of dealing with other problems.
The workshop will start on Tuesday 2nd of June with a non-stop 2 hours live session from UK at 1.30 PM (GMT+1) Every week, until the end of July each session will take place on Tuesdays. (If time slot is inconvenient I may be able to re arrange if needed be!)
A Paypal payment request for the Workshop Fee (US$450) will be sent to the applicants.
When you have made the payment, I will add you to the private workshop Facebook group.
The great news is that I added Marvelous Designer 4 to the list of software which I will be teaching!! As a cloth simulator it provides lots of fast solutions to tackle clothes and many other projects.
If you any questions feel free to email me back or call me on Skype at : pierrelaffoux
When you have made the payment, I will add you to the private workshop Facebook group, so please return the page attached below so that I know where to find you on Facebook please. Through this group I will remind you of upcoming sessions and post some work!
The course will be live and streamlined via the app gotomeeting.com,
you can install the application on your iPhone/ Android/ iPad etc
(http://www.gotomeeting.com/online/)
For software requirements:
Please aim at having the following ones:
· Pixologic Zbrush 4R7 and the KeyShot 5 bridge
· Marmoset Toolbag 2
· KeyShot 5
Looks great, what is the limit on the model?
Find out what is their limit atm for characters and match that, I've seen quiet a few entries for this and your dude is coming along well.
uhm, i wouldn't fan out the fur I think i remember the limit was low and those won't look the same on say at a lower game res on cylinder/ring type geo.
I can be wrong otherwise looking good, small package for a badass. :poly136:
Working on an Adventure Time tribute poster to print and hang in out hallway Almost done, thinking of painting in me and the wife in AT-style as well... But might end up to small, we'll see. Traced most of the stuff in this picture so it was pretty brainless fun for most part. Will do some color tweaks in the end as well.
Still working on my witchy cabin scene! Once I get it more finished up, I'll be making a thread for it so I can get some good constructive criticism from y'all.
(Edit: Replaced with image that doesn't have crop lines)
makin a mechy dude. Still just blocking out the leg, no idea where the rest is going. about 3 hours in.. I haven't modeled anything 6 months so I'm very rusty.
Replies
I've been learning ZBrush recently and wanted to jump into the deep end and go straight to a human head after experimenting with a few things in ZBrush.
Here is what I have so far:
Side View:
Front View:
Its all sculpted from a sphere using Dynamesh so far.
I want to start working on making the face asymmetric next. Does anyone have any tips or brushes for doing Eyebrows or skin pores?
Any feedback would be greatly appreciated!
Latest sculpt
Thanks for the feedback! I agree with you on the use of references I usually just draw a quick concept then go from there, but I really should be using more research. I'm still unsure where I want to go with video games as a career it seems daunting at times seeing others work, but it really just pushes me to work harder. I removed the signatures I see now they were tacky. I wish I would have had more time for these projects the three heads were done in two weeks using Mudbox. I have started creating my own library of VDM's for sculpting this should speed things up for me in the future.
I just did a quick update on the forms of the face and its looking somewhat better now.
Thanks for the feedback though! I want to eventually work on the body of this guy and retopologize it all, bake some maps and have him game ready! It my first big major project so I want to make sure I get it right
big pictures here - https://www.artstation.com/artwork/mantis-83d7562c-1b76-464d-a21a-729acde13e91
Very cool! I would like to see some wireframe shots, please
@iRj - Love it!
Here is an update on my Cyborg ninja.
[ame]https://www.youtube.com/watch?v=dxdD8amtePU[/ame]
wip thread
This is really awesome did you use Max2016 for this? I had herd they added sub-d modeling but haven't had a chance to model with it yet. Do you recommend any good tutorials for your method?
Great job Ben! Your environment looks beautiful it has wonderful world lighting. From the little bit I have played with Unreal 4 the differed lighting seems to give me headaches compared. It is oh so much prettier and easier to work with then UDK.
It's cirtainly a good start! Now, without seeing your reference theres not much I can say so I will assume the proportions of a "generic" head.
The main issues I believe are located in the side view, specifically the ears and lips.
From a side profile on average the upper lip is dominant, meaning it extrudes furthur out from the face that the bottom lip.
also, I understand that ears are difficult to sculpt at first and seem to look very complicated but you need to look at the overall shape some more. for example, the helix of this sculpts ear is way too far back at the attatchment point when compared to the tragus, resulting in a very odd looking ear.
Everything I just said should be "taken with a pintch of salt" since there is so much varience is real life anatomy.
Hope this helps
Also, here is a really good site for anatomy reference, enjoy!
https://www.anatomy4sculptors.com/anatomy.php
Thanks very much for that! Yeah the unfortunate thing is I didn't actually have a reference which I now realise how much of a mistake that is! I did a generic head shape and just rolled with it. I'm going to try and just finish the face up quickly as I'm eager to move on to other sculpts and feel in need of a fresh start, with a reference this time
crossbow work in progress for pvk2, expect a timelapse video up soon
thread here!
Thread and in sig.
timelapse of me making that crossbow
Finally calling this done. I also test Marmoset Viewer that you can find here: https://www.artstation.com/artwork/turbocharger-jinx-s-boom-blah-blah-10kbar-wip
I also made a random art thingy
https://www.artstation.com/artwork/oblivion-inspired-astronaut-3d-model
[ame]https://www.youtube.com/watch?v=A_G5rr1aH90[/ame]
https://www.artstation.com/artwork/stonefloor_02-marmoset-viewer
Default Online Zbrush Workshop Launching next week
Hey Guys!
I hope you are well,
all infos can be found here:
www.pierrebenjamin.com/online-workshop/
https://www.facebook.com/artofpierrebenjamin
Any questions please feels free to contact me:
Regarding the actual structure of the course:
Level of the course will be from Beginner to Intermediate.
Prices will range from $450 upwards (for a Standard Enrollment) Payment will be made through Paypal.
Length of each the course will be 8 weeks in duration.
2 hours sessions Live streamed every week (Will be every Tuesday- first session on Tuesday 2nd of June 2015 @ 2PM GMT London UK time)
Location will be Online.
Each Online classes will be limited to 10 Students maximum.
The workshop put emphasis on workflow methods, hence you can use alternative 3D package software if you wish
This course is suitable for people who wish to improve their knowledge in modeling and texturing low poly characters.
there will be 8 Sessions of 2 hours each, where I will be giving lectures on the following
Anatomy
Sculpting Digitally using Zbrush
Retopologizing using Dynamesh, Zremesher and Maya 2015 Quad draw tool and reprojection after retopology
Unwrapping using UVMaster
Texturing using Alphas, Polypaint and Zapplink
Baking Normal Maps, Ambient Occlusion, Specular Maps
Rendering, lighting and shading
and lots of tips on how to speed workflow, sculpting Anatomy, heads, clothes, shoes, texturing eyes cloth etc
Each sessions will have an assignment for the week after and I will give personal detailed feedback on all the work you send me, within the class as well as on a one to one basis.
Throughout the workshop the aim is that you should be focusing on modeling one single character within the 8 weeks and also doing side sculpts as a way of dealing with other problems.
The workshop will start on Tuesday 2nd of June with a non-stop 2 hours live session from UK at 1.30 PM (GMT+1) Every week, until the end of July each session will take place on Tuesdays.
Regarding the actual structure of the course:
there will be 8 Sessions of 2 hours each, where I will be giving lectures on the following
Anatomy
Sculpting Digitally using Zbrush
Retopologizing using Dynamesh, Zremesher and Maya 2015 Quad draw tool and reprojection after retopology
Unwrapping using UVMaster
Texturing using Alphas, Polypaint and Zapplink
Baking Normal Maps, Ambient Occlusion, Specular Maps
Rendering, lighting and shading
and lots of tips on how to speed workflow, sculpting Anatomy, heads, clothes, shoes, texturing eyes cloth etc
Each sessions will have an assignment for the week after and I will give personal detailed feedback on all the work you send me, within the class as well as on a one to one basis.
Throughout the workshop the aim is that you should be focusing on modeling one single character within the 8 weeks and also doing side sculpts as a way of dealing with other problems.
The workshop will start on Tuesday 2nd of June with a non-stop 2 hours live session from UK at 1.30 PM (GMT+1) Every week, until the end of July each session will take place on Tuesdays. (If time slot is inconvenient I may be able to re arrange if needed be!)
A Paypal payment request for the Workshop Fee (US$450) will be sent to the applicants.
When you have made the payment, I will add you to the private workshop Facebook group.
The great news is that I added Marvelous Designer 4 to the list of software which I will be teaching!! As a cloth simulator it provides lots of fast solutions to tackle clothes and many other projects.
If you any questions feel free to email me back or call me on Skype at : pierrelaffoux
Feel free to have a look at my Art Facebook page : https://www.facebook.com/artofpierrebenjamin
When you have made the payment, I will add you to the private workshop Facebook group, so please return the page attached below so that I know where to find you on Facebook please. Through this group I will remind you of upcoming sessions and post some work!
The course will be live and streamlined via the app gotomeeting.com,
you can install the application on your iPhone/ Android/ iPad etc
(http://www.gotomeeting.com/online/)
For software requirements:
Please aim at having the following ones:
· Pixologic Zbrush 4R7 and the KeyShot 5 bridge
· Marmoset Toolbag 2
· KeyShot 5
Find out what is their limit atm for characters and match that, I've seen quiet a few entries for this and your dude is coming along well.
uhm, i wouldn't fan out the fur I think i remember the limit was low and those won't look the same on say at a lower game res on cylinder/ring type geo.
I can be wrong otherwise looking good, small package for a badass. :poly136:
My attempt to recreate spidey !
awww yeah! that is awesome!
Final Fantasy X fan art! - Al Bhed chest. High Poly WIP:
(Edit: Replaced with image that doesn't have crop lines)
Video of rig in action
mrbfox.tumblr.com/post/120309547961/occulon-saturday-night-speed-model-rigging/embed
makin a mechy dude. Still just blocking out the leg, no idea where the rest is going. about 3 hours in.. I haven't modeled anything 6 months so I'm very rusty.
onto rigging I go, time to learn how to make stretchy bones
just finished my nancy callahan 4 disney's infinity
High poly only at this point:
https://www.artstation.com/artwork/killzone-door