I just started 3D modeling. I've long been a 2D art monkey.
I made tall and skinny and short and squat cartoonishly proportioned zsphere armatures yesterday and am attempting my first Zbrush model today.
I'm following the (very easy to follow)
Scott Spencer intro to Zbrush 4 videos from Gnomon.
This is where my first attempt at a Zbrush sculpt sits after a few hours of tinkering. I still haven't touched the hands, feet, legs, and butt since the initial roughing in of the form. They're next. I'm hitting a wall with some of my anatomy knowledge, but sourcing reference as I go.
I'm loving 3D. It feels like cheating after years of having to describe form with line and mass to just place the forms where they go. I think I'm hooked.
Okay, for my first Zbrush, and second or third model of any kind ever, how horrible is this so far?
Replies
I'm butting up against my anatomy knowledge, but learning a lot in the process. Eager to get better. Feel free to tell me the work is $#!%. I'm not a wilting lilly!
Looks like a nice start but that red wax matcap is a killer.
The reason I like working with this brush is that when you go to smooth your surfaces you can leave the edges of your forms untouched and get nice crisp creases and planar transitions. You avoid having to put a lot of that in after the fact with, say, the damien standard brush. Also, it feeds your process, as you can make out shapes better along the way.
Here's a nice example of laying form down in this manner (skip to 4:00 to see what I'm talking about.)
[ame="http://www.youtube.com/watch?v=ZBwbln1dlcc"]Sculpting Thor: A Preview of Upcoming Workshop - YouTube[/ame]
I really like the work on your site. It's always exciting when a strong 2D artist ventures into 3D. Usually yields great results. I look forward to seeing where you take this!
Things started to look lumpy-bumpy after I bumped up the subdivision levels to work on the face and then noodled with the body. I'm getting the hang of moving up and down in the levels now and will definitely keep an eye out for that, Sputch, thanks. The video you embedded touched on my exact issue: working on this has shown me EXACTLY where the gaps in my anatomical knowledge lie, which is awesome.
I noticed not a lot of folks use the red wax material - any suggestions on what I should be using? Danke, all!
If you work methodically with purpose in your form building you can kill two birds with one stone. Or at least one bird and a good chunk of another. Anyway, sounds like you get it, your model's already looking better, hands esp.
With regard to good materials to work with, grab Undoz's set (scroll down to middle). Awesome. I hate the red wax material.
www.zbrushcentral.com/showthread.php?46175-Matcap-repository/page28
My comment would be that the beard and facial features look more like a wood carving than the rest of the forms. I realize it's at an early stage, but maybe more fleshing out rather than carving in? The muscle tone is looking great and in comparison the face looks less refined.
Just a thought though Keep at it!
I'm starting on the face now, PixelKitty, and definitely keeping your comment in mind. I'm draping a bit more flesh over the skull-ish form and am attempting to make the beard less like a wood carving. Thanks!
One quick question. I see models with seemingly more detail in the face, but I'm at 8 subdivision levels and my computer is starting to scream about it. Are others doing more with less because I'm a greenhorn, or is 8+ subdivision levels a normal range to be working in and I should worry less about it?
I would say try to retopo this guy and continue on with the sculpting. Thats my best guess.
I'm going to do some research and attempt to answer those questions myself, but that's where I'm at. Thanks, all!
Note to self: Zspehere armatures are a good starting point, but have their limitations. Retopology with dynamesh is pretty easy.
Now, I'm working on detailing the face, adding hair detail to the beard and chest, and then finishing off the hands and feet.
After that, clothes and stuff!
So far, I'm loving 3D. I feel like this isn't too horrible for my first model in Zbrush and second model in anything ever. And I'm getting a feel for the workflow, which is probably more important than anything else.
Promising, though, man!
I'm learning!
You could duplicate the dynamesh subtool, then decimate that down to a very low poly version, subdivide that up again to a level roughly equivalent to your original dynamesh sculpt and then use "project all" to transfer the detail to the mesh with subdiv levels.
Of course that's not ideal for quick workflow, but if you wanted to get back to a mesh with subdivions, that's one way to do it. Again, though, you'd have pretty crazy topo.
I'd just use the move brush and transpose tool combined with some strategic masking.
I reworked most of the anatomy of the chest and back.
The way I had the initial armature posed made sculpting the interior of the arms and armpit nearly impossible. I moved the arms a bit and positioned them to mitigate that problem. I had to resculpt a bit after, but this is MUCH better.
I took some advice and made the beard and eyebrows into their own subtool. MUCH easier than how I was doing it. Learned another thing.
After getting the anatomy more sorted, I moved onto the beard.
The beard has been a lot of fun to make. Way not finished, but, I dig where it's going. I'm not sure how much surface detail I need. I'm not sure what to do next after the beard. Time for alphas and skin surface texturing?
looking fantastic btw, i love the how the beard curls into itself like a braid.
keep it up bro.
This where my Lovecraft tinkering left off, too.