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#41 (permalink) |
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Senior Member
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thanx on the crits guys. I wasnt 100% on the ears and the lips, will spend more time on them next time. But not bad for an hour sculpt i thought and with no reference used.
heres my work in progress of an old man, same base mesh and 30 mins in. ![]() Tiros try this link, I havent looked at it properly but it looks like it covers all levels of Zbrush artists, from beginner to expert ZBrushCentral - Video Lessons In Zbrush (cannedmushrooms style) |
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| The Following User Says Thank You to crazyfool For This Useful Post: |
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#42 (permalink) |
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Freelancer
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Thanks a bunch, looked around on their page, though never found that kind of help, mainly just features
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__________________
- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 14-02-2008 at 02:16 PM. |
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#44 (permalink) |
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Amateur Artist
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![]() I'm just plodding on with my project work, using my base mesh (kinda suspect :| ) and working on giving him some human anatomy, not so worried about the zbrushing, more the texturing right now, anyhooooo![]() Another from a few weeks ago, will post more later, going to zbrush all day ![]() |
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#45 (permalink) |
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Industry Artist
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- 206
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Started my Final Project at college today. I'm planning on making Ed from Shaun of the Dead. I got his tshirt pretty much complete in max, so I threw it into Zbrush and had a quick play around with it.
![]() I'm not planning on keeping that as the final thing, just a test to see if the basemesh divided properly. |
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#47 (permalink) |
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Industry Artist
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Alright, here we go. my first sculpt ever. used my head I finished last week as base mesh...
![]() A few things i'll definitly do different next time. 1 is use talon's base mesh, that has less face definition to start with, and 2 stay away from details untill i know how i can do propperly do the "large" deformations in zBrush... cheers |
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#49 (permalink) |
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Industry Artist
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Hey dude, just for my own curiosity, could you explain why it's not suited to zbrush?
The mesh should be perfectly symmetrical on the X and centred on the X/Z. I built it to be used in mudbox, so I just sorta figured it'd work in zbrush the same way. Your personal sculpt is looking pretty good - like the subtle asymmetry. The second dude's nose is just plain massive... it should roughly be the width of an eye at it's widest point, down at the base (and as the distance between eyes is one eye, it should fit snugly into that gap). |
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| The Following User Says Thank You to Talon For This Useful Post: |
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#50 (permalink) |
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Industry Artist
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hmm, that's odd. I loaded it yesterday, and i swear it was off center, did it again today to check, perfectly aligned. And people say 3dsMax has alot of bugs? ^^
There was one small other thing to, it didn't have a loop that goes over the nose and under the mouth. If you work at low subdivisions, that was giving artefacts. More subdivisions probably solve the issue, but i'm trying to build it up one subdivision at a time... All put together, kinda stupid of me to say something is unfit for a program if I used it like 10 times... Thanks for the comment though. The second nose whas terrible indeed ^^ /Edit: Today's Sculpt... ![]() Last edited by doylle; 25-03-2008 at 02:09 AM. |
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| The Following User Says Thank You to doylle For This Useful Post: |
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