I finally found some time to try and learn to make stuff in zbrush in proper way. I spent around 2-3 hours on this horrendous looking character (supposed to be a girl, mind you
) I would appreciate if someone could point out all the flaws and maybe a way to fix thous (not that I don't know what flaws I have/will encounter).
I started from sphere and worked my way to this horrible stuff with dynamesh so there are some triangle parts for some reason until I decide to use zremesher to remove those(maybe I should fire off zremesher at this point? *shrug*).
I am looking to make 7.5-8 heads tall human proprtions, but not too stylized at that.
At the moment I have a problem figuring out what I did wrong with the proportion, is the head too large, is the body not wide enough? *shrug* How do I proceed?
Replies
Hope that helps. Happy Modeling!
http://www.pinterest.com/PyrZern/anatomy-overview/ Here for more and for larger size.
Stiff is usually bad. Gestural is good. Sometimes sexy.
Now I am not quite sure how to go about doing hands for the character since I know that dynamesh won't really allow it, and there is no way to really increase number of polys to part of the mesh.
great improvement from the first post.
here's some feedback and a checklist
you need to have measuring lines to check proportion (red lines)
you need to study bony landmarks such as anterior interior iliac spine, tibial tuberosity, patella (kneecap) olecranon process (elbow) medial epicondyle of the humerus, posterior superior iliac spine, as these will determine rhythm and gesture of the figure. try to remember the anatomical names, because when you study anatomy books, they use same language vs. "this bony protusion" etc (blue lines)
you gotta block in everything in the same resolution and not think of hands and feet as an afterthought. a good way is to use insertbrushes in zbrush and use insertcube for the palm of the hand and insert cylinders for the fingers. same principle for the foot. you can also use zspheres to block in the joints of hands/feet, combine meshes then dynamesh the entire piece
[ame]https://www.youtube.com/watch?v=PeGolX2_yIA[/ame]
and then always put side by side your work with your reference and compare and contrast, is it same? or does it approach believabilty?
peace and hope to see more!
I started putting some detail to the mesh and proceed with putting major body landmarks. At this point I am trying to figure out how to fix the creepy face that I keep producing when attempting to work on female face in zbrush (it is harder than I thought).
the lower legs curvature seem a bit extreme as well and she needs a bit more curve detail on the waist/torso region as seen from the sideview.
hope this helps!
This might be useful http://www.mediafire.com/download/6a...f+the+Head.rar Which is high res photos of this
This might be useful, can't remember the thread it came from now so if anyone knows could they share the link.
One thing that really helped me getting the proportions of the face right is find a front on reference image and use spotlight and also exploring this site https://www.anatomy4sculptors.com/anatomy.php?menu=194 click on anatomy and go nuts!
It's a good base to start from because it has decent proportions and topology, but it's not so detailed that it'll get in the way. Try to make it look like other people and characters, or just play around with proportions.
One good exercise you can try is to make likenesses of recognizable people without subdividing at all. This will give you a good understanding of proportions and general landmarks without having to worry about pesky details.
I think I am not communicating my problems in the right way. All this time I am following digital tutors videos on the subject, that use dynamesh to create stuff, but dynamesh can't really go back in subdivisions without messing stuff up; and I have also looked at some of the vidoes on youtube that tackle modeling of the head/face. So I used those as well as ref images as point of reference to make my own. Reference images I used is the head turn around from catwoman that Kend did a while back, if had perfect front side views so I figured I could use those to get me started. But I am not looking to replicate his result. Right now it matches the front/side views but given apparent lack of polygons and lame topology, this right here is the reason why I went with higher subdivisions on dynamesh.
I downloaded zbro's base mesh, and I completely forgot this thing existed. The problem I am having with this is that it doesn't really get me anywhere. Simply moving around stuff on the basemesh could get me desired result but I don't really learn anything significant since I already know how stuff should look like, but I can't create it exactly on my own. Base mesh like this one is already quite defined.