Hi, I recently began to learn Zbrush after 2 days trying to modelise a 3D character in Maya (which was so tedious...)
I plan to create a base mesh in Zbrush, aswell as the sculpt and doing some retopology after that, however, everything that I try to make turns out odd and weird.
Do you have any tips for a newbie please?
Replies
One thing that a lot of new zbrush users usually do is work with more polygons than they need. Either they try to get rid of the faceted look or they can't resist the urge to try and sculpt really fine details as soon as possible. But the result is always the same - a telltale lumpiness that stands out. If you're using dynamesh then I would recommend keeping the resolution as low as possible (for organics), and turning it off when it is no longer needed (switch to subdivision for details). If you're using subdivision, then only subdivide when you need those extra polygons and can't do anything more with the ones you already have.
I took some pictures of my Zbrush model (sorry for the long wait, life has been crazy for me for two weeks)
Heres some pictures that I took :
This is the quick sketch that I did for the character that I wanted to create, I tend to create some really cartoonish characters with nothing sexy at all in them, but this time, I wanted to break the whole thing, trying something new ! :
Heres my base mesh, something really simple. The first time that I do a base mesh for a character BEFORE sculpting it.
Here the character side-view. I still struggle greatly with the breasts and the facial structures of my character.
Here's my character front-view, like I said earlier, I still struggle with fingers, the face in general and what not. Not sure HOW to improve...
I have a question regarding some important stuff :
- How to create clothes/hair? From extracting the clothes from my character in Zbrush or in Maya?...
Any tips will be greatly appreciated, thank you !
On the zBrush front, you're making a common beginner mistake of moving to a high sDiv level too quickly. All the flaws in your current sculpt would be solved much more quickly at about 10% of the density you have now. Stick to low rez dynamesh surfaces until you gain a better understanding of form, structure and anatomy.
Two days is barely enough time to get to grips with Zbrush's viewport navigation. Certainly nowhere near enough time to expect a beginner to learn all the tools necessary to block out a base mesh.
I think the best thing for you to do is to spend several months following modeling 101 tutorials. Not complete character creation tutorials. Just modeling 101 and nothing more. My go to resource for beginner tutorials is pluralsight.com. There are others, but pluralsight delivers consistent quality and is organized so that you can find exactly what you need quickly.
Your eye for detail and form needs practice, but I think by following along with some experts in step by step tutorials, you'll get an idea about that as you also get more comfortable with basic 3d work so that you feel more excitement and less tedium.
Regarding Maya, it has been 3 months.
I think working on smaller projects (like bunch of quick heads) can be a good way to get comfortable with the tools and workflow, while also developing an eye for things. The more you do it the faster you get at being able to use zbrush to create the shapes you want, and that can be a big part of using zbrush confidently.
- Is it a good way to create a video game character with retopology?
- What is the difference between SubDiv and Dynamic Subdiv?
(As you found out, I want to create video games characters. Do you mind if I had you if I have any further questions?...)
If you want to make an animated game character from start to finish using ZBrush to sculpt, and you also have Maya then there is a great tutorial/video course from Mike Pavlovich available on eat 3D: http://eat3d.com/bundles/zbrush4_character you can find a summary video of the course on youtube.
I am not sure if the course covers rigging and animation, but if not similar dvds should be easy to find. A member here called Pior wrote that creating a character sculpt is about 5% of the whole process. I think that is a fair estimate and it gives you an idea of the work involved. Well anyhow this is a start. If I were you I would concentrate on sculpting characters for the moment. Really one month isnt a long time and it looks like you need the practice before worrying about all the other stuff.
There are a few of ways to start a character, and a couple of yeas ago I did a tutorial series on youtube. Some of the information is out of date but the main points are still current. Its a method using zspheres at: https://www.youtube.com/user/crocodileEddie
Maybe that will help. Cheers.
It's been 5 times that I restart my Zbrush...Should I restart again my character or not?... My system is bugging but it has 300k points active only...not sure why (I can sculpt on 1m without any problems...)
The only thing I could suggest is deleting your GoZ tools. Go to preferences in ZB. Find GoZ and clear the cache. Hopefully someone else who knows more will join in with better solutions. If not start another post here in Technical with a descriptive title, like: ZBrush low rez model chugs in viewport.
Cheerio