1. #1
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    Default Twisted Horror - Texas Chainsaw Massacre (1974), Leatherface Cosplays

    Well, I am new to ZBrush community, and probably way out my league but this contests sounds like a hell of a lot of fun and a great way to work on my zbrush skills! To jump right in my concept is pretty simple, Leatherface to me is a character that is trying to fit in, or hide who he is. All I could think of was my recent venture into Comic Con and some of the terribly awesome cosplay I witnessed. I want to create a Leatherface at Comic Con dressed in the skin of a Sailor Moon cosplayer! To describe it a little better, I want Leatherface to be wearing a skinned Sailor Moon cosplayer, still wearing his suit, but with the added bonus of a sailor skirt, and some messed up blond pigtails. Here are some of the early pose shots I've started collecting! I look forward to hearing from everyone and welcome criticism and advice along the way!






    P.S. my blocking phase and maybe some drawings should be up within the week!

    -Vurian

  2. #2
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    Default Work in progress

    Greetings again Z Brush community, I got some unexpected time to work on my piece today and figured I would throw up some WIP stuff. Below is just a simple build using Z spheres to create a base skeleton, I used the silhouette of a character already made in proper proportions as a working base for the "skeletal template" of my Leatherface. I know it seems redundant to create it this way but I hate using assets that come "pre-made" or are done by someone I don't know for final works. I come from a very distinct Maya background and since this competition calls for the creation of as much as possible in Z Brush I figured I would stick to that. Now that this template is made I plan on doing some pose studies using the rotate tool and these Z Shperes. This method ensures that I maintain accurate anatomy, while being able to quickly make multiple compositions in order to start creating my final piece. Personally I love the quick and sketchy nature of Z Brush, and since my drawing skills are still in need of improvement, I find that this is an amazing way to block out pieces! below is a picture of my finished base skeleton and a link to my Vimeo, which throughout this competition will have videos of my methods, phases, and sculpts!

    -Vimeo-
    https://vimeo.com/77312879

    -Sample-




    -Vurian

  3. #3
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    Default

    Welcome here and good luck! Hope you have fun with your project!
    "Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius — and a lot of courage to move in the opposite direction." -E.F. Schumacher


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    Default Pose Study

    Gotta love some random free time at work. Here is just a quick pose study and some atrocious Photoshop painting to further visualize my concept and block out my sculpt.

    -Pose A-




    -Concept-

    *please note that the final piece will be Leatherface in his traditional suit, the skirt is going to go over the pants and maybe under a flowing jacket. I'm still working on the idea in my head.*



    I welcome any criticism of the pose and feel! Also thanks for the warm welcome Jerick!

    -Vurian

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    Default WIP Background

    Hello again, here are just some WIP on testing out some environment ideas. I want to create a cloth like backdrop for Leatherface's pose. At comic con they had a nice booth with the logo plastered in repeat on a banner, and they let everyone pose in front of it to take a picture. If you look at the first image I posted below you can see what I'm talking about. The background I made is just a really quick mock up of a "cloth" mainly because I wanted to test out creating a seamless repeated texture in ZBrush. I made the simple NYCC logo in Photoshop and used Zbrush's drawing mode to create the repeating pattern. I then just simply applied the texture to a plane and did a 5 second sculpt on it. I'm also debating on what elements I want to add to the foreground and background to give this piece some depth. I think I want to hint at a disfigured, dead, and mutilated sailor scout behind the curtain. Maybe with a pool of blood coming out from underneath the curtain, and the outline of a boot or arm poking out from somewhere.

    -Image A-



    -Texture Creation Test-

    Step 1

    Step 2


    -Test Framing-



    -Vurian

  6. #6
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    Default WIP Building a Base

    Hello again,

    I just finished working on building up my Base Model. I used a fairly simple process, which was as follows. Create an adaptive skin off of the ZSphere Model, I then broke apart all my similar polygroups and merged the apropriate shapes. Once I finished that I quickly threw on some divisions and sculpted a really fast base character. I am not to worried about proper anatomy or shape at this stage, especially since most of Leatherface's body is going to be covered by clothes. Once I finished my sculpt I used ZRemesher at a level of 2 to re-topologize my model. After the re-topo my final base was 4k.


    -Adaptive Skin-



    -Fixed the Poly Groups-



    -Created Sculpting Guides using Primitives (I also used them with transparency allowing for good vision of my model during my sculpt)-



    -Final Quick Base Sculpt (just did this to fill out the character and define basic shapes for the final piece)-



    -Finished ZRemesh-






    -Vurian

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    Default WIP Need Help

    Hey Everyone, I just finished gathering some reference for the body build of my leatherface! However it seems that its a toss up between two types. Let me know which one you think is better! Mind you clothes are going over it, and we wont really see hair. (mind you I crushed the quality of my reference IMGs for the forum the real ones are a super high resolution)

    -A-



    -B-




    I'm working on the base head sculpt now, so I wont be modeling the body for at least a day or two, please give me a shout out as to which body type you like more. So far the vote is 1-1!

    -Vurian

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    Default WIP Head Sculpt

    Just some WIP of my process for sculpting a head, I find that when I start from the complete base of a skull and work up to my face I get a much better result. I also posted a link to my Vimeo which has a speed sculpt of it. I apologize if the camera is nauseating, I'm not sure how to change the forward and backward history movies in zbrush.

    -Vimeo-

    https://vimeo.com/77631933

    -WIP Images-




    -Vurian

  9. #9
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    I like the first body type image. It already quite hilarious to have leatherface in a sailor moon costume; adding an out of shape leatherface would be price less. Good start on the head so far!

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    Default WIP New Base Head

    Well my old approach didn't really work out to well when it came to re-meshing and creating a base. I decided to take a step back and approach it from a different angle. Here are some more refined sculpts that I did today. I also have some other simple body sculpts that I am going to refine a bit tomorrow and add up here! All the sculpts were done using simple masks, and the basic brushes (move, clay build up, inflate, dam standard, trim dynamic, etc).

    -WIP-



    -Vurian

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    Default More WIP

    Here is just an update on the body! Also KreativeApe3D thanks! I like the first body type as well, I'm working off of it as we speak.




    -Vurian

  12. #12
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    Default Wip

    got a lot of work done today, base is just about finished. Pretty soon I am going to start working on the deformation of his face, as well as the sculpts for the clothes. To start off today I was noticing some issues with the mesh while I was sculpting my facial features. My mesh density was not allocated to the proper positions which meant that in order to sculpt higher details I would've had to raise my poly count to ridiculous levels. I decided that now was a good time to remesh it again. I ended up destroying some work but the remesh had to be done. Below is a link to my Vimeo which has a video of the process. I really took my time planning out density and some control curves which ended up working out in my favor. I also spent a good chunk of time sculpting today, the second vimeo link has just a quick speed sculpt of the process! Just trying to hack away at this project one step at a time!

    -Remesh Process using ZRemesher, Painted control density, and remesh curves!-

    https://vimeo.com/77871551

    -Speed Sculpt-

    https://vimeo.com/77878584

    -WIPs-

    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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  13. #13
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    Default Wip

    I got some time to work on the underlying deformation of Leatherface finally! His character is supposed to be deformed under his mask, so I used the reference images below to push the concept just a little bit further. I also worked on his expression, I am trying to capture him in a moment of bliss, and by creating a creepy smile with messed up teeth I feel like I can really add some depth to this piece. Once I finish out some more details I am going to create his mask, Pose him, and then create his clothing and accessories. To Create the Teeth I used a really simple method, I appended in a sphere and turned it into Dynamesh with a setting at 512 just to block out the basic form. Once I finished that I converted it to regular geo and gave it some deformation levels. After a decent sculpt and a refined ZRemesh I had a decent finished shape. Below are some imaged that I used for reference, a video of the process, and some close up shots of his face.

    -Reference Images-





    -Vimeo-

    https://vimeo.com/78085153

    -Sculpt-




    -Vurian

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    Default WIP Lower Teeth

    Here's another image from today, just finished working on the face some more as well as sculpting the lower teeth.

    -Image-



    -Vurian

  15. #15

    Default

    Hey man,

    I'm liking the work in progress on your character, man. If I can suggest a couple of things to help you, for this character, and other characters in the future:

    Watch the definition that you have in the trapezius/sternocleidomastoid, it looks a little to defined in comparison to the rest of the body. On that topic, the trapezius is a little too big; if you are going for more of a realistic overweight character observe the way that it would look on someone that is overweight:



    So I would lower them a little bit into the shoulders.

    Also, a good habit to get into when doing character poses in the future is to make your character bodies more relaxed and natural of a pose. So lowering the shoulders a little bit and pushing them forward slightly would help it quite a bit. I think with reducing the size of the traps would make it a little more relaxed too..One more suggestion would also be for the feet; keeping that whole "relaxed and natural" pose into consideration, I would suggest pointing his toes more away from the character's body, right now you have them pointed in. I know for the sake of this competition these things may not be as necessary to practice, but nevertheless these are a few things that would help with other characters in the future. Hopefully that helps a little bit.

    Otherwise, I'm liking how the deformed face is looking so far man; the expression is awesome. Keep up the good work!

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