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Humanoid Android - first sculpt

Hi everyone, my first post here and also my first sculpt in zBrush done after following some tutorials on hard surface sculpting and applying them. This was meant as a sort of introduction project, to help me get familiar with zBrush in order to use it in my graduation project. I didn't retopo the model because I wasn't planning on animating or texturing it, I just rendered several material passes and composited them into the final image. I appreciate any and all feedback/tips/whatever to help me improve.

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rutger-klunder-composite-detail.jpg?1422371754

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Replies

  • SuperFranky
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    SuperFranky polycounter lvl 10
    You should post screenshots of the highpoly from Zbrush, it's hard to say anything when you present it like that...
  • Grumpntug
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    Grumpntug polycounter lvl 11
    Agreed. There's no real way to see how you constructed the model. It's hard to tell what's happening with it with all these close ups and render effects.

    It looks like your materials could use better definition though from an end product standpoint. I'm guessing the white is meant to be fabric and such but they all feel like they are the same material. There's no real difference between things like the rubber hoses vs metal bits.

    Either way, I'd say the same. show the model in it's raw form for better feedback.
  • Underworld
    Right! Sorry I'm still kinda new to this whole thing, but I've added some screens straight from ZB to the main post :)

    And yeah fully agreed on the material part, it does kinda blur together!
  • Grumpntug
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    Grumpntug polycounter lvl 11
    No worries. So I'd recommend working in a neutral pose (maybe you were and you just positioned it) but the legs feel unnatural in the current pose.

    A lot of your hard surfaces feel somewhat wavy. Probably would benefit from some extra time with the flatten brush (or polish, I like flatten too though)

    For future projects, if you'd like, here is a technique I use for hard surfaces in Zbrush. It's a bit of an old school way and may simply not be right for you but I like it.

    http://www.zbrushcentral.com/attachment.php?attachmentid=433109

    The leg design sort of falls apart for me, particularly where the ankles are but I think there is a general lack of realistically based parts working with other parts if that makes sense on the model as a whole. Like there is techy stuff but nothing feels believable like joints, gears, servos, etc. I tend to have reference of joints and other mechanical parts up so I always remember to plug them in if need but. Looks like most of what you have is meant to sort of be under metal covers though, I'm mostly thinking of the joints like the ankles, hips, etc.

    The shoulder piece and the cloth on the thigh don't really communicate what they are super well either.

    Your texturing seems like it's pretty solid and the skill is definitely on its way. Hope this was helpful.
  • Underworld
    Grumpntug wrote: »
    No worries. So I'd recommend working in a neutral pose (maybe you were and you just positioned it) but the legs feel unnatural in the current pose.

    A lot of your hard surfaces feel somewhat wavy. Probably would benefit from some extra time with the flatten brush (or polish, I like flatten too though)

    For future projects, if you'd like, here is a technique I use for hard surfaces in Zbrush. It's a bit of an old school way and may simply not be right for you but I like it.

    http://www.zbrushcentral.com/attachment.php?attachmentid=433109

    The leg design sort of falls apart for me, particularly where the ankles are but I think there is a general lack of realistically based parts working with other parts if that makes sense on the model as a whole. Like there is techy stuff but nothing feels believable like joints, gears, servos, etc. I tend to have reference of joints and other mechanical parts up so I always remember to plug them in if need but. Looks like most of what you have is meant to sort of be under metal covers though, I'm mostly thinking of the joints like the ankles, hips, etc.

    The shoulder piece and the cloth on the thigh don't really communicate what they are super well either.

    Your texturing seems like it's pretty solid and the skill is definitely on its way. Hope this was helpful.

    Thanks a lot man! Very useful and you're absolutely right, my designs need more grounding in reality (something I realised during my internship period last year as well), so for my graduation project I'm already inputting this feedback :)
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