ZBrushCentral

Female Study (nudity)

Here’s the material and Light setup from the first image…

This model has a down to earth quality that I like alot, although I think the chest is too wide. The lower back is very nicely worked. Good staff!

"This model has a down to earth quality that I like alot, although I think the chest is too wide. "
You think thats wide, you should see my wife;) Excellent work and textures. Can I ask where you got your reference material, off the net? I also think a script is called for…:wink: :wink: :wink: :wink:

My reference is from www.3d.sk. I’m not sure about posting nude images so I’ll error on the side of caution.

I’ll see what i can do about making the chest less wide. Im sure it would just take some playing with the wonderful move tool.

I think ppl are refering to the 2nd wire model from the left in the 2nd set of images, as being too wide in the chest. This is not the final state of the model like in the top images. Its before i added the asymetery to the breasts and had done any work on the legs and knees, navel etc. But im certainly open to all your crits. A good friend whos eyes i trust agreed with the wide comment this morning and said its lumpy LOL as he often says about my models. -Ken
[attach=12529]Anatomical_woman_close.jpg[/attach]

Attachments

Anatomical_woman_close.jpg

Beautiful sculpting,the texturing looks very promising. Cant wait to see more
:slight_smile:

Hi Spaz8 i agree with previous comments a superb model.
I have one suggestion: the body is just beutiful and very very well building but between the breats there are few folds that dont macht with this beutiful woman. Probably if she were older could be ok but actually i see dont macht…but it is a details.
Congratultions
Andreseloy

That’s a great looking woman. very realistic. How did you do your base topology/edgeloops?

I’m actually quite proud of the topology of this model since its the first female model I’ve made and uses the “cape” method. The model is box modelled outside of zbrush from a cube to the 3600 poly cage u see.

Hopefully when Zbrush 2.5 comes, or the next version after that I wont have to use other modelling apps, atleast for organic things. I guess zbrush needs a UV editor too. Thanks for the interest.
Anatomical_woman_LW_wires.jpg

that’s a very tight mesh-great work, especially if it’s your first. What’s the “cape” method?

I’m looking forward to ZB 2.5/3, as well–those topology drawing tools look pretty awesome.

I dont think i can post diagrams for copyright reasons, but basically all the cape method is, is a discription for the way the edges flow over the deltoid, across the pecs, then back around across the traps. A very good topology for the shoulders and arms, specificaly raising the arms.

I bought silo just for its topology brush so that would be great if zbrush 2.5+ had similar tools. -Ken

totally understood. i’ve been having real problems with shoulders, so i’m particularly interested in this. can you share your source (book, site, whatever)? and thanks again for your help.

really great stuff man !!

congrats for your modelling tecnique ! very clean!
:sunglasses: :+1:

Being a topolopgy nerd myself, I know good info is hard to find. I’ve been focused on a getting a career in organic modelling for about a year now since I finished college. The cape method im quoting is from the Alias -hyper-real modelling dvd with Jeff Unay. I personally was disapointed in the DVD, but u get a great model to look over, and the pdf notes r good.

Theres a long running thread on Cgtalk in the modeling section called topology reasearch thats probably 50+ pages deep now. Spiraloid is Bay Raitt’s modelling forum with exotic topics like combination sculpting.

And there was a good site that im not sure if its back yet called hippydome. With a section on articulation theory.

I’d love a book, DVD, napkin, where somebody really explained modelling for articulation. Its just too hard to find info with any depth. -Ken

P.S. The Gnomon Zack Petroc Zbrush dvd is wonderful. And the www.freedom-of-teach.com website has a beautiful anatomical model for reference.

Ok im off to watch a dvd on low-poly game modeling.

Since the zbrush community is awesome, i thought i’d ask for some advice, and opinions from ppl on my demo reel, and why its not working. Perhaps its the same reason I can’t seem to make the top row here. but im not sure why that is.

Current demo reel

Feedback would be great. -Ken Finlayson

hey Ken, thanks for the source. i’m a c4d gal at the moment, so i’m not sure i’ll invest in a maya DVD that gets a lukewarm review :wink: (i’m seriously eyeing maya, as i get more into character work, but i think i’ll wait for siggraph before i make any major decisions)

Thanks for all your recommendations. I’ve haunted that topology research thread for quite a while now. There’s also another one that’s more body-focused: http://www.cgtalk.com/showthread.php?t=108412&page=2&pp=15

I’m currently ensnared in Stop Staring.

I’m going to have a look at your demo reel, but you might get more feedback if you posted it on a thread of it’s own.

Thanks artemesia66. Stop staring is a good book, it slipped my mind when i was making a list of good sources. And i have been to that body topology thread before on CGtalk.

I’m not sure if I can can make a seperate thread about my reel but i guess all i can do is try and see if aurick removes it.

okay, reel feedback.
i didn’t realize until i saw your reel, that you’re a local boy :wink: .
first the caveats: I used to be an art director in web/interactive, so i have a pretty good eye, and i’m used to screening talent, BUT not for 3d/Film/Vid, so take what i have to say as you see fit. (I hope you really wanted feedback, not attaboys, and i apologize if it sounds harsh, it isn’t meant to be :D) I’m assuming you’re looking for a job as modeller/character modeller, because that’s what’s at the front of your reel.

And my comments in no particular order:

I like your site design, although it could be a bit larger–pretty much anyone you’re targeting would have at least 1024x768 display. I generally like the reel, so just because what follows is a list of things i think you could work on, it doesn’t mean there weren’t good bits, too :wink: .

The music is really bad. Not necessarily the choice, which i wasn’t wild about, but that could just be a preference thing, but the audio quality–even after the QT is cached it pops, and breaks up. Definitely, if you don’t change anything else, recompress the clip so it streams better.

i would consider putting some kind of bumper or overlay on each segement to tell the viewer what they’re looking at, what parts you did, if it was collaborative (eg greenscreen: did you shoot the video, or just do the compositing), and possibly what SW was used. I’ve watched it a couple times now, and I still don’t know what i was supposed to see with the figure skater.

Your models in general are great. That male model kicks butt, i have no idea why it wouldn’t have made the top row here on the zbrush site, except maybe that it never gets finished and never gets textured. Which brings me to a couple points about all your models. First, there’s too much “slide-show” presentation–characters either presented as stills, or as spinning models. Second, none of them ever seem to get textured, and only the one face gets animated (and it’s great BTW). IMHO, that old man’s face is the best segment on the reel from a presentation point of view–the way it segues from photorefereence to wire to model to animation. I really think that if you’re looking for work in this field, even if it isn’t animation work, employers are going to want to see that your characters deform properly. And I think they’re likely to be interested in seeing crossover skills in texturing and rigging. So get those characters finished and get them moving! I think a good way to present a model is something like this: concept sketch, cross-dissolve to static wire frame, wireframe starts to turn in the round, to textured version (also turning), to object in action (eg, your camera pass of the plane is more visually interesting than the slide show of it that follows), and for characters, show them bending and moving. all with overlays to tell the viewer what they’re looking at, eg. base topology/maya, displacement map/zbrush.

The way the background and framing keeps changing is a bit distracting. I wouldn’t repeat the framing from your site–reusing it means that the images within are that much smaller.

Some of the object spins don’t seem to be smooth–like they have dropped frames or something.

I think it’s good to show multiple view of an object, but not when they overlap each other–it makes it harder to read the silhouette of the object.

Hope your not annoyed by all this. Good luck with your hunt. :+1:

I’m going watch your demo again shortly, but muted. The audio is very poor in quality and execution…i.e flow, movement, etc… (it really takes away from the nice models you have sculpted). Remember what you are going for… You don’t need to texture (or add sound/music) if all you want to do is model…unless you would like to enter into the realm of freelancing outside of CA.

A few more impressions. Starting from the car race through the fish…it is very unrelated and confusing, relating to your modeling (which seems to “pop” like your audio does). I really like you VFX and compositing on the snow scene…really great! If your demo was as good in editing and composition as this scene, you would have a great shot. I mean no offense, just giving some honest 121.

(edit) You really should have another section on your site that breaks down the shot credits for the different scenes… also why don’t you include your feature work?

Thank you everyone for your feedback, its definaltly what i want!

LOL ironically ive actually had several ppl ask about the music because they like the song… but to each there own.

The figure skating shots where face replacements from disneys “the ice princess” - i guess i thought ppl would notice the different heads on the skaters. And all the other 16/9 shots are from Assualt on precinct 13.

I’ve been up in the air about texturing, rigging etc not because i cant, i actually think im very good at painting textures… its just time away from modeling. I want to be the best modeller i can, so making 10 great untextured models seemed more appealing than 2 textured and rigged ones as silly as that sounds perhaps. but im defintaly thinkin/planning to rig up the female model ive just finished. Thanks… and keep the comments
coming…

edit: I also thought the plane, “race scene”, and fish showed my ability to light, texture. and thestump character is rigged… but i think i assume too much with a lot of what my reel shows, or more accurately what i think it shows.