Hello Members of ZBrushCentral,
I am creating this sketchbook thread in hopes of becoming greater than my current art skills and exceed my current expectations. I hope I can be commented on wholeheartedly because I am not faint hearted.
Hello Members of ZBrushCentral,
I am creating this sketchbook thread in hopes of becoming greater than my current art skills and exceed my current expectations. I hope I can be commented on wholeheartedly because I am not faint hearted.
ZBrushCentral: Nekotiq's Sketchbook
ZBrushCentral: Nekotiq's Sketchbook
ZBrushCentral: Nekotiq's Sketchbook
ZBrushCentral: Nekotiq's Sketchbook
ZBrushCentral: Nekotiq's Sketchbook
You have a basic grasp of human form but the biggest hurdle for you to get over is better geometry flow. You have more vertices than needed in parts of the clothing mesh. Focus on that first and then move on to sculpting.
I started zbrush on dell optiplex with a pentium 4...it was a rough year to learn zbrush.
Hey Captkiro,
Thank you for your feedback. I am actually not worrying about geometry flow in my basic studying of sculpting but worrying more about basic character design and all its essentials/principles. I will be studying retopology a bit when I feel I have grasped the basics of sculpting and character design. I know my geometry is a bit excessive but that is only because my desktop is able to handle the load without the computer lagging. But I do know that that is working inefficiently, but still I am only studying the basic principles of character design and sculpting. Then later when I get a better grasp of the basic foundations I will move on to learning how to retopologize my character. To note I am also only using Pixologic Zbrush for all the sculpting and character design process and not using base meshes or third party apps, but I do know of all the remesher plugins built into Zbrush but have yet to study that part of the program. Also to note the geometry is only what was topologize after dynamesh in case you are wondering where all the geometry came from; I kept it and exported as is to Marmoset Toolbag to get a preview render. But this character will be going through retopology.
ZBrushCentral: Nekotiq's Sketchbook
Beauty Render
Marmoset Viewer
Character created using ZBrush, Maya, Photoshop, Toolbag.
ZBrushCentral: Nekotiq's Sketchbook
Front - Ortho
Side - Ortho
Back - Ortho
Created base mesh in Maya through box modeling, blocking of silhouette outline. Detailed mesh through ZBrush Polyframe.
ZBrushCentral: Nekotiq's Sketchbook
I would recommend saving the mature tag for actual mature content. For example works of erotic nature or nudity lacking tact.
I started zbrush on dell optiplex with a pentium 4...it was a rough year to learn zbrush.
Yes dont do this. Its misleading and it doesn't do any good for you .
This was done due to the inspiration of actually seeing how the contest event was. This is actually unofficial and titled only because of context. I hope to be involved in the contest maybe next year. I actually only started the sculpt with the second group running. I stopped trying to spectate after the hour and opened ZBrush to start to accept the challenge myself whether currently involved or officially. Hope the content can be understood without needing implicit details. I set the restriction of only knowing the theme in todays brief showing. Thanks for viewing. Started with the default sphere with only one tool. No dynamesh was used only divided for the extra finite detail.
ZBrushCentral: Nekotiq's Sketchbook
Presentation
Screen Grab
Character Strip
Sketchfab Viewer
Created 1-23-2017, warm up exercise for developing sculpting technique.
ZBrushCentral: Nekotiq's Sketchbook