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Chimz Sketchbook
Hi everyone,
I Thought it was time to begin a nice new fresh sketchbook. :D
I've decided that I am going to create a base set of sculpts that I've made from scratch (starting from a sphere and using the ZRemesher and Dynamesh features), that I can then use as a starting point for my other sculpts, thus eventually saving some time overall hopefully. I am starting with a male head sculpt. I also am hoping to improve upon/learn some new techniques along the way. :)
Here is my current work in progress for my male bust so far.
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Eye shader test.
Skin Shader Test.
I need to tweak my lighting further, it's currently pretty harsh in places. I think the shader needs adjusting somewhat also. This is my
first attempt at creating a skin shader in ZBrush. I usually just use the ones available to download on the Pixologic support pages. This one is a Quad Shader, so I can add more shadow/specular etc quite easily.
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Hi guys,
So I've developed my eyeball material further. I decided to create another material to create the transparent film covering the eyeball. I think it's added more depth and glossiness which is nice.
I'm also still tweaking my skin material and my lighting set up. Still not happy with them though, they need more work.
I tried using the hair materials already available in ZBrush but they weren't giving me the results I was after so I've made my own that I've applied here to the eyebrows. Once I begin adding more hair I may have to make other variations of this.
I've sculpted a little more into the face and I've made changes here and there to the proportions, I'm still not all that happy with his mouth though so I'll probably have to change that a little.
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Another update. I've changed his mouth a bit and added more finer details such as skin pores and wrinkles/creases on his neck etc.
Next I want to paint some more detail in his skin and start adding more hair sections such as some stubble and eyelashes etc. I'll also revisit my lighting set up, as I wouldn't mind slightly darker shadows.
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Hi everyone here's another update. :)
I've begun adding hairs using fibermesh with my created hair material.
Here is the untextured version along with a section of a test render. I'm quite happy with how it's going so far,
but I know I have tons of room for improvement as well. Hopefully if I keep practicing I'll learn more and get better at this sort of thing. :tu:
Any feedback is always welcome!
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hey looks great! The only thing that bothers me really are the lips, they look unnatural. They should have a soft transition into the surrounding skin.
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Thanks Aurum! Yes, I totally agree with you. Hopefully I can improve upon that area further.
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I've begun making some assets/props for my sculpt. I am quite happy with my male bust sculpt as a decent base mesh, that I can use to create into other sculpts which was my original plan. I'm going to go with a Western theme now, to take this sculpt a little further.
For the hat I modeled a really basic mesh in Maya then exported it into ZBrush as an obj file.
I then divide the geometry about three times and then use the move tool to pull the shape around until it resembles what I want and then I get rid of a couple of the higher levels. I then use the ZRemesher tool to create a new mesh that is quite low poly.
I then divide this a few times to sculpt further details into my new subtool. This is my progress with the hat so far. Once I'm happy with the basic shape I'll add finer details such as stitching and small worn patches in the fabric etc. To make a subtle appearance of fabric I have applied a layer of noise to the subtool.
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I have added a little more detail to his hat. I used an IMM brush to create the stitching around the brim.
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Further work on some subtools. A poncho style top and a little more detailing on his hat.
Here it is untextured so far, with a test render.
My next step will be to create some small tassels for the top that hang off the stitched trim around the neck area and also to model a sheriffs badge.
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I like that you're actively working on something and trying to improve, keep at it! ;)
BUT, you are missing a lot of basic planes of the face. Now it looks like you took a little to no time with the head, but ran into sculpting the skin details, which is always a rookie mistake.
You need to understand the underlying bone structure of the skull and the the muscles. Still, I'd say focus more on important bony landmarks and SHAPES of the musculature, rather than individual muscles of the head.
Good examples:
http://1.bp.blogspot.com/-mMr59SUgFn...nar%2Bhead.jpg
https://s3.amazonaws.com/ksr/assets/...ge.jpg?1393973
http://orig08.deviantart.net/3269/f/2012/334/4/2/asaro_head_sculpt___model_download_by_adam_fisher-d5mlsit.jpg
Not sure how much these are going to help with this particular piece you're working on, since you have so much to change in the basic shapes of your sculpt, and you've progressed so far already... But keep this in mind for your future projects. So, you have kinda nice detailing skills, but combined with a proper knowledge of basic shapes, you'll be much better.
And what comes to eyes... The cornea is the glossy and transparent outer shell with a convex round bulge in front of the pupil and iris (this bulging part is smooth, but the area around it can be rough because of blood vessels and such, but it's not mandatory though). The eyeball is not shiny, but the iris and pupil are is slightly concave.
http://www.glaucoma.org/uploads/eye-...y-2012_650.gif
Hope these helps you to correct your workflow.
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Thanks for your feedback FourtyNights. I'll do my best to improve further on getting the planes right. Thanks for giving some examples too, always useful. The eyeball I've made does have a slightly concave iris to capture the light but I haven't added any roughness around it, so I may give that a go, see if it works better!
Here's some more progress. I've created some tassels for the poncho.
I've got a bit more work to do on his face, as it isn't quite a harsh as I'd like when it renders out in areas. I also need to work further on my lighting set up.
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I've begun tweaking the face, adding harsher features like I wanted to make him appear more hardened.
I started making a Sheriffs badge then a friend said 'why? He would be cooler as an outlaw!' So he's now not on the laws side. ;)
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That's the spirit, keep improving! That definition of the zygomatic arch/cheek bone is making it much better. ;)
Mouth could be improved as well, and this might help a bit:
http://i.imgur.com/g97yww4.jpg
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That's great FourtyNights. Thanks so much, I really love getting feedback - it's always appreciated and very helpful. I just want to improve as much as I can.
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Hi everyone,
I just rendered out and finished off this fella. I added the smoke effect and the background in photoshop. :)
Untextured render:
Below are my render passes for him:
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Hiya people,
I've begun a new base mesh now. This time a female. Again I began with a 3D sphere and have begun sculpting the basic forms of the face first by using both Dynamesh and the Remesher tools.
Here is my progress so far.
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Be careful with the polygon count. I'd recommend to start slow and blocking out the basic planes of the head, with a lot lower polygon amount.
At this point, the ear is too far back and the back of the skull is also a bit too far back. Also, eye sockets aren't deep enough.
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Cheers FourtyNights. I do have a lower subdivision version that I keep going back to and checking, so it's pretty easy to make adjustments.
I have a few references in front of me whilst working too that I keep referring back to. :)
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A small update.
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I kinda feel that your progress is barely noticeable from the last two updates. Still misssing lots of underlaying skull structure/bony landmarks. Hmm...
I've used this for a reference quite a while, and it's pretty helpful:
https://sketchfab.com/models/b6fe04e...1dcdf1c4ff6c35
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Yup small updates, only getting to work on this in 20-25 minute sessions.
Wish I had more time!
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Happy to help here, again. :D
Something on your skull isn't right. At least it's too wide from the front:
http://i.imgur.com/xfAX2OL.jpg
Eye sockets are actually a lot deeper than that, and they have concave and convex shapes simultaneously:
http://i.imgur.com/eO3SR9V.jpg
Clavicles have an slight S-shape, they are not straight bones, if you're planning to make a little bit of torso as well. You could also define a bit of sternocleidomastoid muscles.
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Thanks again for the references FourtyNights. Always useful. Saving them to my references folder!
Again a little update. Another 25 mins of work during my lunch break at work today.
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Hi guys,
I did this painting a couple of years ago now named 'The Widow'. I thought I'd base my next sculpt
loosely on this painting so I have a concept to work from. My aim isn't to make it look like the painting but
convey the same emotion and idea.
So a few alterations to the face so far. I am also not going for pure realism with this, but aiming to achieve my own style
with this piece, somewhere between realism and fantasy I suppose.
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Another small update after half an hours work this lunchtime.
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Yet another lunchtime update. I've begun fleshing out the clothing a little more, trying to get the shapes I want.
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Opened her mouth a little, added teeth and some surface texture, refined detailing on the clothing a little further. :)
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More work on this at lunchtime today. :)
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I've begun trying to add some more emotion to her face today. Needed to look sadder.
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Today I begun work on her front sections of hair using Fibermesh. I've also begun setting up my lighting environment and doing a few render tests.
I still need to work into her head dress further too. I've just made a jeweled brooch too, which is pinned to the head dress to add some extra interest.
I've also cleared some fur from the neckline as I want to add some stitch work detail there eventually.
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I did a re-render of this fella, because I wasn't all that happy with how the first attempt turned out. I think this works better without all the colours, also this angle looks nicer I reckon.
Also added a funky rim light in red. I tried purple and blue too but I think this was my favourite version. Although being as indecisive as I am I may change my mind again later!
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Hiya everyone! I finally got around to finishing my sculpt and getting it all rendered out today. I really hope you like her. It was great fun to sculpt.
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Beautiful piece. The face almost looks like it was 2d painted. Where did you render it ?
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Hi dangov. Thank you! It's rendered using BPR in ZBrush. I created two different lighting set ups and rendered it out twice, saving both results. I then used different layer set ups in Photoshop to mix them together.
I also created my own custom quad channel material to get the skin effect I wanted, so I could easily add shadow/specular/ambience etc.
The painted effect on her face is achieved by using polypainting. I hand painted the eye make up and red tones, for example on her nose, and the blush of her cheeks by picking colours I liked in the palette. It was the effect I was after so I am very happy you like it.
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Here is the final sculpt without any polypainting before being rendered, just with the standard grey clay material on it.
Below are screenshots I took along the way to show my process from start to finish. I start experimenting with polypainting and lighting set ups quite early on as it helps me get more of a feel for a sculpt and how I want the final piece to look by the end. I began with a 3D sphere and used dynamesh to get the first 'base head' then took it from there.
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Okay! So I begun a brand new piece this lunchtime. Can you tell what it is yet? :D
Again I've started from a 3D sphere, and I'm using Dynamesh and the Remesher Tools at a low resolution to start creating my basic forms and shapes first.
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Really great topology on the face. I wish I could sculpt like you (oh, well, it's something to shoot for). You know, one of the reasons why I was drawn to zbrush was that I saw some 2D characters done, that looked like they were manually painted but then it turned out they were done in 3D and then converted to this 2D sketch-type of look. How long have you been sculpting Chimz?
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Thanks! I wish I could sculpt as well as other people on here too, haha. Just got to keep practising I guess. Hmm, I've been sculpting for about three years or so now I think. I try and do about 30-40 mins five days a week during my lunch breaks at work. I sometimes have to use ZBrush for work, but it depends on the type of art style that is required. At the moment I'm working on a very 'graphic' style of game so it doesn't call for a lot of ZBrush work unfortunately.
I wish I could sculpt all day! That would be perfect. How long have you been using ZBrush? Are you self taught as well?
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That's great, knowing that you get to use ZBrush at work sometimes. I live in Macedonia and here, hardly anyone uses or has heard of ZBrush. I stumbled upon ZBrush in late 2013, but I sporadically I was spending time learning the tools and never got to do much sculptings. In 2015 I've been dabbling more. Here's a WIP that I did about a week ago. It's supposed to be a skiing kangaroo / slash rocking chair ..
As you can see I have a lot more to learn because I rendered it in Keyshot and I'm still learning Keyshot as well.