Wednesday, 16 April 2014

Female Sculpt

After doing the male sculpt and a few other tasks i really wanted to have a go at the female sculpt to see if i could achieve a good basic sculpt with all the initial shapes applied to the form. I firstly looked at my references and positioned the female Zbrush mannequin in to a similar pose, ready for me to sculpt on.

Reference Pose

With the pose all sorted I applied a skin to the mesh and made it a dynamic mesh. After doing this i smoothed out all the joints and harsh edges which didn't need to be there. I then moved on to building up the initial form and larger shapes with the Clay Buildup brush.

Initial Form

With the base form in place i went and referred to my image references and using a the Move Topology brush i placed and adjusted the form to match the references. I added in some line detail and focused on getting the basic shapes in there to make it look believable. I didn't spend as much time as a i would of liked to on this sculpt because of time constraints but i just wanted to have a go with the female form and see where the human anatomy changes from male to female.

Female Sculpt
   


Tuesday, 15 April 2014

Final Human Anatomy Sculpt with Feet

Final Human Anatomy Sculpt 
I must add that when attaching the hands to the body sculpt I did the repotologised the mesh and added the lower subdivisions back in to the final mesh but I forgot to do this when attaching the head. I think this was part of the reason why i struggled to get the form right when sculpting the feet as i couldn't use the lower subdivisions to create a the basic shapes.

Human Anatomy Feet

I discovered i needed to sculpt in a bit of detail on the feet of the mesh. I actually found this part really hard and to be able to get an alright shape for the toes i had to use a range of brushes and slowly build up the form. I'm not completely happy with the results because on the front profile view it doesn't look correct but on a few other different profiles i thought they looked good. I looked online for some image references to base my sculpt on and give me a general idea of the shapes of the foot. Here is my final result of the foot for the human anatomy sculpt.

Foot Sculpt


Monday, 14 April 2014

Alpha Brush & Surface Damage

After looking at some Celtic pattern designs for inspiration I started making a pattern of my own using some of the basic vector shapes and a center piece image from the internet. Once I'd built up my image i saved and went in to Zbrush.

Photoshop Pattern 


Once in Zbrush i created a basic cube and imported in my alpha design. I then applied the alpha to the cube surface.


Alpha Design in Zbrush

Using the Dam Standard brush i added some small surface scratches to the mesh. I tried to apply the scratches only to the raised areas of the model.

Surface Scratches

With some of the smaller detail in place i went back around the edges of the mesh where the model would pick up most of its damage from being moved/ dropped around.

Edge Damage


After adding in some of the edge detail i thought the mesh needed some more major damage to it. So I went back in with the Dam Standard brush and added some larger cracks and damage detail.

Lager Crack Detail

Next I painted in a mask around the indented areas of the mesh and started to added a bit of colour detail. I tried to get a slightly gold effect from it.

Masked Areas Of The Mesh

After adding in the colour detail i used some of the rendering techniques i had learnt before with the human anatomy sculpt.

Rendering Techniques & Overlays 

Final Outcome 






ZSphere Creature

With the human anatomy complete I moved on to the next task to have a go at a few more techniques and tools of Zbrush. I looked at the Zsphere tool and started to have a go with that. I got a quick concept resource from the internet and started designing the base shape from that image.

Creature Concept


Stage 1 Of Design Process using Zsphere

Stage 2 Of Design Process using Zsphere

Stage 3 Of Design Process using Zsphere

Stage 4 Of Design Process using Zsphere

After creating the basic skeleton for the creature based off the concept above. The next stage was to use Zsketch to block in some muscles of the beast, but i would just prefer to use the 'Clay Buildup' brush thats in the usual brush pallet. 

I went to create an adaptive skin for the mesh but when this was applied the whole mesh would turn white and have no material on it.

Error Occurred

I've had this error before but can never remember how to fix it and i can't find any helpful resources online. I tried Exporting the mesh , saving it as a tool and re-drawing it but nothing worked. 

I went back and re-did the creature skeleton again with Zsphere and that seemed to be fine this time around.

After the base was in place and complete and added the adaptive skin and made it a polymesh.

Poly mesh Of Creature 

Taking my lecturers advice i looked at animals of a similar structure, to see how their muscles were formed around the skeleton and in which areas they are largest. 

This helped but i couldn't get my mesh to look any good. I kept going over it and I still couldn't get the correct muscle definition or proportions correct. This was the outcome of my creature.

Creature Outcome

I'm not completely happy with my sculpt but i'm not sure which direction to head in to to start to make it look better. I tried to focus on doing some more detail in the feet but the polys messed up every time I tries to create the basic shape for it.











Sunday, 13 April 2014

Final Human Anatomy Sculpt Render

Using all this techniques over the past few weeks has taught be a lot and i think i've come quite a long way since the first week of using Zbrush.

Final Human Anatomy Sculpt Render 

Attaching the Head & Renders

With the hands complete i went and used the same process and attached my head sculpt to the body. After smoothing out the seam and adjusting some little parts i looked at the latest resource presentation on renders and achieving good results in that area using Zbrush. Having a high quality render with a normal light postion and another highlighting the edges of muscles i could then overlay this using different techniques to achieve a must better final render of my final sculpt.

Render Overlay Technique