Had a fun time doing this one. I'm not saying it's good, but I did notice myself shooting straight for the masses and not 'fiddling' as much.
My goal for this piece was to not have to go up and down in dynamesh resolution. So I started at 128, defined that mesh as far as I could go, then upped the resolution, refined, upped, refined, but never went backwards. I wanted to see how much I could do at each stage without having to do back and fix the proportions.
Anyways, it was fun and I think the challenge helped. Looking forward to doing more of these. Finally got around to ordering a wacom, so it won't be mouse only for me anymore. Excited to see how that works out for me.
This was mostly because I got my wacom in the mail today and I've never used Zbrush with a tablet, and the man was just sitting there, begging for sculpting and polypaint practice. Had a great time, these wacom things are good for a lot of stuff that a mouse makes hard.
@Donald -- I was considering doing a conductors hat. I might still, I could use it as a speed sculpt session, which I've been trying to do more of. Thanks for the input.
Did a cloth study from a basemesh. Changed up the proportions, did a face sketch. The idea was tight, thin cloth, and it was fun. I might turn this into something, not sure.
oooooo I'm like this. Only things I can comment on is that I'd like to see some cheek bones on her face and I'd probably bring her arse out a bit. It seem a bit flat from the back view.
Pushed this a bit further today. Not sure yet where to take it, but the clothes are almost there. I'm considering like a photojournalist type character, with camera bag etc. Well see. Good practice at any rate.
Update. Chaco sandals, finished a couple sections, retopologized for low-poly. Need to get in an figure out the hair. Clothing textures come next though.
Thank you Nizza, I'll keep at it. And off topic, I literally have almost everything you've posted to this forum saved in my inspiration folder. Youre an amazing artist.
So the two major things that people keep telling me is a.) I use my basemeshes too much, and b.) possibly as a consequence, everything I do looks the same.
Fair enough, it's all true. So I've been working on learning to do anatomy quickly, and widen my range of facial features and ability to model different kinds of faces diversely, and more accurately, trying not to get hung up on my style, or using any helping basemeshes that might influence the outcome.
My goal is to work on planes and features, and not so much detail stuff, both men and women.
I'm learning myself, but I think the main thing with your female faces looking so similar would be the mouth area. A lot of them have that smallish semi-pursed mouth. As well as that semi-sad brow ridge.
maybe try out some much wider mouth's with quite different lip shapes, and get some different brow/eye angles and shapes. Also try adding in a few masculine type features even instead of the sad innocent girl vibe.
I hope I helped a tiny bit, as I said, I'm still learning myself. Don't kill me xD - your stuff is really awesome though.
Thanks caldria, very nice feedback. I tried to pull out some less 'innocent' features, just sketching around today. Didn't have a ton of time, but I like the way a wider mouth plays with the features. I need to pull down some good refs of square faced women I think, and see what I can do.
New body. Head is stand-in, I was just concentrating on trying to make something NEW, different, and getting some practice. 4 hours from silo manwithboots basemesh.
Looking really nice, I always really like the faces that you make. The body you just did right now seems a little elongated in the torso. Maybe scale it back just a tad. Great stuff nonetheless.
Hey, sweet studies! A small observation: I felt with your latest female faces that the eyes seemed to be just a tad too far apart. I've got little experience with anatomy, but they just looked slightly off to me. Other than that I can only say that I like what I see!
I really like your last study! Her body is very realistic, I like how you are not afraid to add some fat and imperfections there. Certainly helps sell these not making her ultra perfect like so many people do. Keep up the good work!
Thank you, Adriaan and Brad. Adriaan I will implement that when I begin to resolve the face (I have a reference I am going to use now, and a vague piece of concept art that constitutes a project).
Here is an update. I reduced the size of the legs to make her a bit shorter, and worked on some smaller stuff.
First one was posted in the WAYWO thread, based on a celebrity.
It's the girl from Twilight, right? Kristen Stewart?
Nice sculpts! I am trying to get into a habit of doing quick sculpts of heads every once in a while. There's nothing like straight up practice to make you better and more comfortable doing something.
One thing I'd suggest is recording your sculpting process, at some point. Watching the recording can help you realize mistakes you made, and why/when things work and don't work. Also you should post the videos online so we can see your workflow. I know that I (personally) learn a lot by watching how other people work.
Thanks Dirigible, I'll look into it, but I'm not sure my computer can handle the recording along side zbrush. It struggles as is.
If you have zbrush R4, there's a new feature that allows you to record based on your undos. I've been trying it out recently.
I just open up zbrush and start sculpting. When I'm done, I turn my undo queue into a movie. And if you save your project as a .ZPR then it keeps your undo queue, so it's still there when you open up your model the next time.
Replies
My sketch attempt at one of my favorites, Costanza by Bonarelli Bernini.
Hair is just stand-in, more complicated than the face by far. I might pick a couple of these later and go back and detail them.
From dynamesh sphere, about 1 hour each night, 2 hours total.
2 hours from dynamesh sphere.
Had a fun time doing this one. I'm not saying it's good, but I did notice myself shooting straight for the masses and not 'fiddling' as much.
My goal for this piece was to not have to go up and down in dynamesh resolution. So I started at 128, defined that mesh as far as I could go, then upped the resolution, refined, upped, refined, but never went backwards. I wanted to see how much I could do at each stage without having to do back and fix the proportions.
Anyways, it was fun and I think the challenge helped. Looking forward to doing more of these. Finally got around to ordering a wacom, so it won't be mouse only for me anymore. Excited to see how that works out for me.
Crits and comments appreciated.
This was mostly because I got my wacom in the mail today and I've never used Zbrush with a tablet, and the man was just sitting there, begging for sculpting and polypaint practice. Had a great time, these wacom things are good for a lot of stuff that a mouse makes hard.
4 hours (+ 2 original). Rendered in zbrush.
Also trying something new with the video, just to see how it works.
and a link to the video:
http://vimeo.com/41753986
@Donald -- I was considering doing a conductors hat. I might still, I could use it as a speed sculpt session, which I've been trying to do more of. Thanks for the input.
So this isn't actually anatomy, but I figured I'd post it here instead of making a new thread.
I'll present this update as kind of a challenge. If people want to do it, someone can make a new thread for it.
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I experimented with this this morning and had a good time. I figured I would make the suggestion here.
I challenged myself to take an old, old model, and improve upon it as best I could in TEXTURE ONLY.
My rules were:
I had to use the model and unwrap as it had been made.
I had to use the normals I had created, although I was allowed to paint on them in photoshop.
I only had this morning to do my work.
____________________________________
So, two hours later and here is the new and the old presented together. If it makes you laugh any more, the OLD model resolution is 4096, newis 1024.
really good stuff, and dig the idea you did on that last texture thing, muchos nicer (hope you do more ^_^)
Fair enough, it's all true. So I've been working on learning to do anatomy quickly, and widen my range of facial features and ability to model different kinds of faces diversely, and more accurately, trying not to get hung up on my style, or using any helping basemeshes that might influence the outcome.
My goal is to work on planes and features, and not so much detail stuff, both men and women.
So please, rip away.
Dynamesh, 2.5 hours:
I'm learning myself, but I think the main thing with your female faces looking so similar would be the mouth area. A lot of them have that smallish semi-pursed mouth. As well as that semi-sad brow ridge.
maybe try out some much wider mouth's with quite different lip shapes, and get some different brow/eye angles and shapes. Also try adding in a few masculine type features even instead of the sad innocent girl vibe.
I hope I helped a tiny bit, as I said, I'm still learning myself. Don't kill me xD - your stuff is really awesome though.
http://eat3d.com/free/zbrush_sss
or
http://www.zbrushcentral.com/showthread.php?92983-Rough-BPR-SSS-guide-and-shader-download
_________________
They're great links and tutorials. Good luck with them.
Crits and comments appreciated.
Here is an update. I reduced the size of the legs to make her a bit shorter, and worked on some smaller stuff.
First one was posted in the WAYWO thread, based on a celebrity.
And a second one. This one is based on an actor, but a more obscure one, so I'm not expecting anyone to guess.
I will hint recently killed on a major show.
If it was Major Sinclair from Strike Back, he needs the beard!
It's the girl from Twilight, right? Kristen Stewart?
Nice sculpts! I am trying to get into a habit of doing quick sculpts of heads every once in a while. There's nothing like straight up practice to make you better and more comfortable doing something.
One thing I'd suggest is recording your sculpting process, at some point. Watching the recording can help you realize mistakes you made, and why/when things work and don't work. Also you should post the videos online so we can see your workflow. I know that I (personally) learn a lot by watching how other people work.
If you have zbrush R4, there's a new feature that allows you to record based on your undos. I've been trying it out recently.
I just open up zbrush and start sculpting. When I'm done, I turn my undo queue into a movie. And if you save your project as a .ZPR then it keeps your undo queue, so it's still there when you open up your model the next time.
Here's some more info
http://www.pixologic.com/docs/index.php/Undo_History_for_Movie_Creation
And here's a vid of what it looks like in action.
[ame="http://www.youtube.com/watch?v=rhRNc3pxC04"]Female Head Sculpt - 45 min - YouTube[/ame]
Re-topoed and made the sculpt realtime in marmoset. This is with a normal map, but without anything else, no diffuse yet.
Was gonna ask if you could share some rendering secrets, dig how that turned out on the high pol too :P (vray?)