View Full Version : Sean's daily zbrushing.
09-02-2005, 08:15 PM
Well, i've finaly made the plunge and i'm going to be at it hardcore. Studying anatomy and zbrush at the same time. I probobly have a mid to low level knowledge of zbrush so i'm able to easily navigate the menus but i'm not sure of all the amazing features that zbrush has to offer. /images/graemlins/smile.gif
Anyway, I started yesterday. I'm going to try every weekday to do at least one object or improve upon an object in zbrush. I want to expand my knowledge of anatomy which is ... to be honest not so hot. Please, crit and bust my chops as much as you'd like. I'm not sensative to crits so you can be blunt. Anyway, on with the stuff.
I didn't use any of the inflate, or pinch tools and it really shows. /images/graemlins/wink.gif
Yes I know he has a gaping hole in the back of his arm. /images/graemlins/wink.gif I wanted to get some crits on the arm before I did the final res.
09-02-2005, 08:20 PM
looking nice dude but use the pinch tool because It's one of the coolest sculpting tool on zbrush, really helps to sharp edges!
09-02-2005, 10:58 PM
Thanks ramucho. /images/graemlins/smile.gif I did use the pinch tool on the arm and i'll be messing around seeing how to use it more effectivly as time goes on. /images/graemlins/smile.gif
God I love normal maps. 400 tris.
 Textured it too heh. I'm happy with it.
 seems photobucket is going up and down so i moved my images.
09-03-2005, 04:14 AM
the head reminds me of the gatekeeper and the key from ghostbusters :P
it looks awsome, i should really practice more...
09-04-2005, 04:44 PM
Thanks gir. /images/graemlins/smile.gif
Hrmm... not exactly getting much responce. Nobody found anything wrong with the arm? /images/graemlins/wink.gif
Here's todays/yesterdays. Kinda worked on it on and off. Its my first dragon. Kinda looks wimpy from the side. /images/graemlins/frown.gif
09-04-2005, 05:29 PM
looking a little bumpy dude.. to rid yourself of the bumps.. goto the stroke drop down and crank up the STROKE AVERAGE.. this is a life saver.. i use about 3
09-04-2005, 05:57 PM
hey,m i'm just learning zbrush myself and it seems you are doing something that i keep having to fight myself about, its so easy to just run and detail all over everything, but if you are not carefull it ends up looking like a bunch of lumy clay, so what i end up doing is doing the crazty clay stuf, then go back for each area and refine it, add some sharp lines and creases in, try not to just pile in detail for details sake, lookin good tho keep at it
under transform is the option to use smooth. a major lifesaver.
[ QUOTE ]
looking a little bumpy dude.. to rid yourself of the bumps.. goto the stroke drop down and crank up the STROKE AVERAGE.. this is a life saver.. i use about 3
[/ QUOTE ]
You're talking about in projection master correct? cause that's the only time I see those option in the stoke panel.
09-04-2005, 06:34 PM
I think your right rhino. I need to go back over and refine quite a few edges to make them stand out more. Some of him was supposed to be somewhat lumpy he's just not a super edgy dragon. The lines on the forhead and the eyebrows need to be cleaned up quite a bit. /images/graemlins/smile.gif
Arshlevon/keg: I dont see the stroke average either. I see a mouse stroke average. I'm using a tablet does this even apply for a wacom?
09-04-2005, 06:44 PM
Yar, she's a bit bumpy. Looks like fun practice, though.
I need to get zbrush /images/graemlins/frown.gif
09-04-2005, 07:22 PM
yeah its the mouse average.. and yes it works with a tablet..and no it not just for projection master... give her a try.. i got this tip from a gnomon DVD the human anatomy one.. and it really changed my work.. took lots of the bumps out.. just try it out.. i found it to be a life saver..
09-04-2005, 07:23 PM
thanks arshlevon. /images/graemlins/smile.gif I'll definitely give it a shot on my next piece.
09-04-2005, 11:18 PM
just work your way up the subdivision levels, it doesn't take alot of polys to define all the shapes you need, just try and go slowly from low to high, that should definitely help /images/graemlins/smile.gif
09-05-2005, 10:12 PM
Yep, your right v. I started using the pinch and smooth tools with the low first few levels. Thats what i was missing! I'm starting to understand how to create forms in zbrush but i'm sure you guys can still point out some flaws. Please do!
I started this guy as a halfling (the big nose and wide face)... ended up looking more like an old man. /images/graemlins/wink.gif Not done with him yet its just getting late so i'm going to hit the sack. He needs a couple more divisions i think. How many times do you guys subdivide? I think this is the 3rd.
09-05-2005, 10:18 PM
looks loads better man.. looks like your getting the hangle on this Zbrushin.. keep it up..
09-05-2005, 11:20 PM
good thign going with a more human model, makes it a lot less easy to just throw a bunch of random lumps on it and pretend its detail, at least thats what i found out with my daredevil model, was spending more time making things smooth and sharp than lumpy, lookin good
09-06-2005, 03:49 PM
thanks guys. /images/graemlins/smile.gif
finished up the zbrush model and quickly did a low poly and a texture for him. In retrospect i should have toned down the pink on the cheeks. /images/graemlins/wink.gif Yes, i need to clean up the normal map on the ear too. The low poly is just under 500 tris.
Normal mapped low poly rotation. (http://www.sean-mcbride.com/downloads/zbrush/halfling_final.avi)
09-07-2005, 10:00 PM
someone took my jaw and i'm REALLY mad about it!
Hooker with a Penis
09-07-2005, 11:05 PM
Copying my style, eh? ¬_¬
09-07-2005, 11:10 PM
hahaha accualy that head you've been working on reminded me of a part in "the grudge". I had accualy wanted to do something like that for a while and zbrush is just so freeing. ;D
09-07-2005, 11:43 PM
Nice one! Getting better with each one.
09-08-2005, 12:46 AM
Thanks Joakim. /images/graemlins/smile.gif
Finished him! /images/graemlins/smile.gif Very happy with the way he turned out!
Back to thinking about what I want to do next!
09-08-2005, 01:34 AM
nice maen! for a zombie, hes very photogenic ;D
09-08-2005, 08:54 AM
dude that seriously kicks fuckin ass.
09-08-2005, 11:38 AM
This is a "self-portrait" isn't it?
Your gross dude, go get surgery
gj gj /images/graemlins/laugh.gif
09-08-2005, 02:00 PM
Thanks guys ;D.
Wrote up a tutorial on how to bring models in and out of zbrush!
Also this quick guide to help get people going on the right track. /images/graemlins/smile.gif
09-09-2005, 11:50 PM
So what exactly is the difference between inflate and the standard brush? I've only briefly fiddled with inflate but there doesn't seem to be any noticable change in effect between the two. ANd while I'm asking potentially dumb questions that I could probably work out if I bothered to do a little reading, is there and difference between the smooth brush and the shift->click smooth?
09-10-2005, 12:23 AM
shift+click is the same as using the smooth tool its just the quick way of using it. /images/graemlins/smile.gif
The standard brush just pushes the verts outward as if you were putting bumps on the surface. Inflate not only pushes the verts outward, it also follows the normal of the vertex. So it has an "inflating" effect, just like if you blew up a balloon.
09-10-2005, 01:17 PM
great idea for a thread...hope you dont mind if I borrow the zbrush-sketchbook idea as well...nice work man...
09-11-2005, 01:28 AM
Well... i've been kind of bummed out lately. When i'm bummed out it shows up very very well in my work... or my productivity rather... I feel as if i'm never going to accualy get INTO the industry you know? I've been doing this for so long and i'm... nowhere really. Not far from where i started job wise. Any of you have similar experiances working your way in? I've had absolutely no luck applying anywhere. No art test, no interviews, nothing. I can only sit around and work on my portfolio for so long before i start feeling like its all for nothing. I'm starting to feel like I need to invest my time in other things...
A couple of things ive done... first is a catman hybrid that ended up looking like ass heh. Probobly not going to finish this guy.
Second is one of the characters from a mod i'm working on. Forsaken.
09-11-2005, 01:15 PM
Looking good N3o. I'm sure this repetition is helping your stuff by leaps and bounds. One thing I've noticed about your work is that you don't use much subtlety. All the creases and ridges are deep. Try getting a little bit more smooth transitions and letting the grooves slowly fade along their length.
I bet forsaken is glad they have you!
09-11-2005, 01:22 PM
Again, I think you need to re-focus your efforts.
Trying to get a first gig as a character modeler is typical of many people coming out of game schools.
Think about the odds. Your average game has probably 2-5 character/vehicle modelers and 10-20 environment artists.
It's much more difficult for me to find 5 good environment artists than it is to find one good character modeler.
Also, I know you have enough good stuff to show to make your web page more appealing. Take a break from the Zbrushing and spend a couple of hours updating your page. I'd be happy to give you some crits.
09-11-2005, 01:26 PM
Also, I'd like to add that after having you do stuff for us I can guarantee you're going to do really well once you break in. But I knew that already back when you did that Thommy gun in something like a day or two /images/graemlins/wink.gif
09-13-2005, 02:23 AM
Thanks for the kind words Joakim. /images/graemlins/smile.gif Means alot. I'll definantly reorganize my portfolio and add a bunch of that env stuff. I wouldn't mind working as an environmental artists as long as i was supplied with concepts of what they needed. I'm horrible with coming up with concepts for environments.
Ben: Yeah, I see what your saying. I tried working on that in this next piece. It happens when I tired and a little bored but I guess I just need to take a step back from it when that happens. /images/graemlins/wink.gif You can see it happened again on the pants of this next chararacter. I'm going to come back and definantly soften up alot of this.
The pants are so unfinished but i'm really tired and figured i'd throw up a wip for you guys. The wrinkles didnt look that deep in zbrush hehehe. I'll go back over them and soften them up.
Click image for bigger version. (http://img.photobucket.com/albums/v298/n30g3n3s1s/Vet_Wip05.jpg)
09-13-2005, 07:14 AM
damn dude.. your getting good quick.. each one is much better than the last.. the pants do need work.. but really nice ..
09-13-2005, 08:14 AM
Work is looking great. And contrary to the very true advise that oKKun gave you about it being easier to break in as an environmental artist than a character artist, I believe if your heart is set on character art you should definatley pursue it. Plenty of these guys told me the same thing about my chances of breaking in as a character artist, but I stuck to my guns (as hard headed as it was) and broke in as a character artist working on a nex gen game so it does happen.
As far as the latest model you zbrushed I think its very solid. I think there are issues with the anatomy of the torso. Also I think the nipples are misplaced. As far as the cargo pockets go, you could get sharper edges around the pocket if you were to have built the geometry for the legs and pockets in max, turbo smoothed them and then exported to zbrush. This way when you use the smooth tool in zbrush it wont kill the edges of the pockets.
Keep up the great work man, you'll break in soon for sure if you do.
09-13-2005, 01:18 PM
You're lucky then Silva, or just damn good /images/graemlins/smile.gif
The reason I keep buggin him about this is that he's already done some environment contract work for us and he did a stellar job. Judging by his latest improvement on his characters I'm sure he would eventually get a character gig too. It all just depends on how much patience you have(and how deep your wallet is).
09-13-2005, 03:41 PM
Dang N30, that last model is darn good, though the biceps look far too bulgy for the rest of him.
Keep it up buddy!
09-15-2005, 12:59 AM
Thanks guys. /images/graemlins/smile.gif I've been working on him a little bit here and there. Here's what i've got so far.
Havn't gone back over the body one last time quite yet. /images/graemlins/smile.gif
I also relized something last night... apparently i've been watching to much PrisonBreak. /images/graemlins/wink.gif New show on fox... pretty good you guys should check it out! I think he looks quite a bit like one of the main characters... total accident.
09-16-2005, 01:05 AM
hm, no responce! ;D
~2800 polygons. He's Almost done texture wise.
Some ingame shots of him as just a posed prop in halflife2:
Yes, I realize his wrist looks broken in that side picture... it was a quick pose. /images/graemlins/wink.gif I just wanted to see how he looked in source as it tends to water down normal maps.
09-16-2005, 08:14 AM
Loving the model so far Sean! Do you know of any Half life 2 rigging tutorials? I also have a model I'm trying to get ingame.
09-16-2005, 10:01 AM
That's probly some of the quickest improvement I've seen in a while, hats off to you man. My biggest crit is the deltoid wraps over the tricept a little too sharply but wow I can't get over the improvements of the earlier stuff.
09-16-2005, 12:10 PM
Taimaishu, Here's an very broad tutorial on how to do it with a character studio rig. It wont work with the animations that come with the game though. Its the same idea. If you rig it to the rig they give you it should work just fine if you copy the SMD animations over from another model.
Bradfordart, The deltoid wrapping over is accualy the seam... max absolutely hates seams and its so irritating. I think i'm going to have to render it out with another normal map generater. Have any suggestions? I think i'm goign to try melody or something.
09-16-2005, 12:18 PM
Get rid of the diaper! I haven't tried it yet but I heard Kaydara is supposed to work better with seams.
09-16-2005, 12:33 PM
Yea, okkun has a point, it kinda does look like he has a diaper :\...looks great otherwise though /images/graemlins/laugh.gif...some amazing stuff you got here
looks like that guy from Stargate SG1 when he has a hat on :x
okkun: Sure you don't mean Kaldera?
Nice work here, n30g3n3s1s! Definite good improvement.
I'd focus more on anatomy if you're gonna be doing half-naked guys and human faces though - the eyes in a few of the previous works have been a bit off, and this new guy's abs are totally crazy... but the overall look is still good.
09-16-2005, 12:50 PM
Yeah that's it, I think Kaydara is the animation thingie, confusing.. :P
09-16-2005, 12:57 PM
His jaw looks more cut in the mesh.
09-16-2005, 01:30 PM
okkun: Yep, i agree about the diaper thing. Any ideas on how to get rid of that effect? it was suppose to be baggy pants that were accualy riding lower than his crotch (i wear my pants like this too)
Darth: Thanks. /images/graemlins/smile.gif
Mop: I agree about the eyes, the abs however i was looking at quite a few reference pictures and they are pretty spot on with the guys i was referencing from. Body builders mostly. I toned it done quite a bit though so he didn't look like he was on a rip diet. /images/graemlins/wink.gif
Weiser: its the lighting angle. /images/graemlins/wink.gif His jaw is still there.
09-16-2005, 02:32 PM
Maybe try making the crotch less defined and or making the fabric look stretched between his legs.
Sean: Can I see the refs you were working from?
Given the height of his crotch, the abs and belly button look waaay too high on his body, and too wide also. I think it's probably because the height from waistline to the base of his crotch is too large.
Edit: Oh, just read that other stuff, heh ... yeah, I think Weiser_Cain is on the right track for how to fix the pants/crotch problem. At the moment they look very tight at the base, as if they're actually hugging his figure... if you want to imply that they're not, you'll have to make them seem more baggy - less definition, change the angle of the folds, have less of a sharp angle from vertical to horizontal plane... that might help.
09-16-2005, 06:47 PM
Yeah good idea, thanks guys. /images/graemlins/smile.gif I'll get to that.
09-16-2005, 11:09 PM
Thanks for the lovely tutorial Sean. /images/graemlins/smile.gif Can't seem to download those files though.
11-11-2005, 01:25 AM
bringing this guy back to life. Going to do you know who... seems he's fairly popular these days.
Very basic control mesh before the zbrush. I never really add much detail in these. Of course the hair wont be sticking out that far in the smoothed version. ;D
and the first pass...
much more tomorrow.
11-11-2005, 03:38 AM
yeah buddy, lookin cool man
11-11-2005, 02:07 PM
Fast improvement! How many hours a day do you spend on this? I just purchaced Zbrush 2, and I'm still not as proficient as I wish to be : /
11-11-2005, 03:31 PM
beautiful models, you rule!
12-05-2005, 06:52 PM
Well, in response to your earlier post, I have been working at getting a career in the 'biz' for more than 5 years now. I have had interviews and art tests, but still no professional jobs other than alot of gametesting/ QA'ing. While I have seen others persue it and finally give up for domestic boring jobs, I havn't yet. I guess my problem has been my fustration with computer programs. Now, If you can learn them earlier...the better. Good luck and your zbrush work looks good.
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