LC #42 Pipers Alley

View Full Version : Speed modeling session : theme : facial expressions

04-12-2004, 10:01 AM
This session runs until monday 19 april. You have to model a face from scratch (any style, human or not) and focus on expressions (smile, scream, phonemes, anything). You have 4 hours to work on it (concepting, ref searching, shading, rendering not included), and you can do as many expressions as you wish (and have time to).

Post a wip shot after two work hours, and final images + level0 wires after up to 4 hours.
read the speedmodeling forum rules ( before posting.

Have fun!

04-12-2004, 10:02 PM
So this is another head modelling session? Except just the faces?

04-13-2004, 02:42 AM
think this is meant to create faces that portray emotions

much much more interesting :D

04-14-2004, 07:57 PM
angry baboon :)

04-14-2004, 08:27 PM
sounds very very cool

ill do it sometime during the week

04-14-2004, 09:06 PM
this is weird - i just thought last night that this would be a great idea for a challenge!

04-14-2004, 09:14 PM

04-14-2004, 09:15 PM
i am going to miss another one.
i am at school and it leaves me no time.

i want to speed model too!!!!!!!
:bounce: :bounce: :bounce:

04-14-2004, 09:20 PM
About 2 hours so far. Taking a short break then moving onto the expressions.

04-14-2004, 11:32 PM
Well I tried to do a face but got carried away with ZB2.0 modeling. About three hours I think.

04-14-2004, 11:58 PM
HOLY CRAP!!!! its amazing how much zbrush can do.

04-15-2004, 02:54 AM
Here's my final, about an hour and a half for the different faces...

04-15-2004, 05:01 AM
VERY nice xzevlin, can you show us a lowres wire?

04-15-2004, 05:13 AM
southern, that is f**king amazing.

and i never break the forum regulation of keeping the language clean, but this for 3 hours is just beautiful. WOW!

04-15-2004, 06:50 AM
Southern: amazing speed work, I only dislike these two prominences in both sides and (as a minor critique) the ears. I think you must work'em a little more.



04-15-2004, 07:02 AM
Ok, that pretty much the last push I needed, I simply have to get a license of zBrush2.0. It's cool how you can build a base geometry and define edgeloops for ontop of it. Zbrush must be a rather fast tool if you can build such an advanced model as southern did for a speed-session. Looks way beyond most models I see on cgtalk.

Cool work Southern, I also found the work of xzelvin rather good for a speed session. :thumbsup:

04-15-2004, 10:04 AM
i second kamsvag,

its crazy what the new zbrush can do..

gotta get zbursh... and 3 hours for such kick azz quality.. my

gosh its just crazy,,



04-15-2004, 02:31 PM
Trust me, ZBrush ist not that easy as you all mean, it is easier and faster than other 3D Apps, but it is very different and you learn very much at the beginning, btw. southern ist a really Profi, have you ever look on his website....omg :buttrock:

04-15-2004, 03:07 PM
I have wanted to join some of the earlier speed-sessions but could not do so due to lack of time. However, the timing of this session is perfect (thanks m@:) ), I have planned to do a head-modeling test and since it fits the topic of this session, I am able to do both at the same time. Here is the wip...

That’s the image and low-res wireframes of the first-part of this speed-session, I still need to detail the back side (+tiny ears). currently, the model is fully symmetrical, but this will change.

Southern: “...getting carried away...” ? I believe this has happened to me once or twice:)


04-15-2004, 03:14 PM
See you lot. NOW YOU DID IT! You woke him up and look what he went and did?

Fantastic as usual. It's always a please when we get to see you putting your baby to the test like this. This reminds me of the early days and the RRRRRRR series that inpired so many of fact I would like to know your thoughts on a name for your little speedy head. Perhaps `CRRRRRRRReature`would fit.


04-15-2004, 03:16 PM
Pixo, awersome work. :surprised

You added details with ZB, right?

04-15-2004, 03:19 PM
glen and pixolator : impressive and inspiring job guys. You're promoting your software well there!! :buttrock:

keep'em coming all!

04-15-2004, 03:23 PM
I took these expressions from a mirror while looking at Pixolators post :)

Can we get Pix's model up front or does it have to be a thread starter?

04-15-2004, 03:28 PM
Dias, looks to me like it's all zbrush, not just the details.

Great work so far, I think I might bust out some zbrush head modelling sometime soon...

04-15-2004, 04:27 PM
Just for now, here are some recent speed models and I thought they suited the topic, the one on the bottom right is wings, probably about 3 hours, the others are entirely zbrush, except the bottom left one was taken into wings half way through.

(sorry if image has stopped working- problem with hosting)

04-15-2004, 04:45 PM
Great timing for this challange. I am right in the middle of doing expressions. The head was not done over night but I thought it would be cool to show you guys my expressions. Sorry if I am breaking any rules.

I still have a couple of mouth shapes to do, but this guy is ready to animate

04-15-2004, 05:18 PM
OMG Pixolator!
I can begin todescribe what that head makes me want to try and do with Z2. As always, I am curious as to the polycout if it just because I can currently only go up to 1.6 mil (with lots O' Lag = [ ).
Southern those are some awesome things as well. MAN I need a sys upgrade!:cry:

04-15-2004, 05:48 PM
I've been seeing these amazing ZBRUSH pics for a while now, but since I am so new to 3D modeling, I can't figure out for the life of me how you'd --

1. Import your low poly from another app (ie. 3D Max)

2. What do you do to it so that you can actually Zbrush paint on top of it.

3. And once you're done, can you export it back to another app for rendering? More importantly, can you export it as a low-poly cage with the high-poly map somehow on top of it for easier rendering, and if yes, how?

I know these questions have got to sound terribly basic for most of you, but any help would be greatly appreciated. If nothing else, if someone just could point me in the right direction.

Thanks to all, you guys are amazing!

04-15-2004, 07:03 PM
1. You can in/export only .dfx and .obj Files

2. In ZB2 is a new Function "Projection Master" with that you can sculp/eidt or what ever with all 2D and 2,5D Tools, thats really cool.

3. Yes that can you all and how to use download the awesome Practical Guide where all you Question will be answered.

04-15-2004, 07:12 PM
Great theme,
I’ve been busy on this for about 2h now, (I use Max) I just have to finish the mouth, and then i'll start with my expressions.
I reckoned that seeing as this theme is about facial expressions you don't have to model the entire head, so I only modelled the actual face, hope that’s okay.

04-15-2004, 07:34 PM
Projection Master is only one way to add detail to a mesh. There is also straight editing of the mesh using various functions like inflat, smooth, nudge and the standard push, pull, grow, shrink, and pinch. Projection Master is advanced mesh editing where you can use stroke types (spray, drag, etc.) in combination with intensity and alphas (custom brush"Tips/Shapes"').

Very, very, VERY powerful!

Soeren Nielsen
04-15-2004, 10:03 PM
amazing work Southern and pixolator.. Joining up tonight I will be yes :D

04-15-2004, 11:52 PM
Originally posted by Soeren Nielsen
Joining up tonight I will be yes :D

May the force be with you...:)

04-16-2004, 12:39 AM
here's mine, around 2h30-3h :)


Shade and Wire

fun :)

04-16-2004, 02:20 AM
hey there!

amazing work you guys come up with!! :bowdown:

- I think southerns work is really high-end-modelling ...


- made in uterus's expressions really captured my eyes!! :eek:
fits very well in this topic i think :thumbsup:

(hope you know what i mean :blush: )

04-16-2004, 02:35 AM
Great expressions, made in uterus! Really natural!

As for the ZBrush gang, NO FAIR! ZBrush models like a rocket, and can make morph tragets just for fun. It shouldn't be allowed in sessions like this! (Just kidding :p ) Seriously now: you guys are like... monsters! It isn't human to model like that! Great work!!! You sure are great artists and inspirations for the likes of me!

Pixolator: Is this model all ZBrush or was the base mesh imported from some other app? (now i know its silly to ask this, being your software and all, but I just had to ask.... such perfect edgeloops! :drool: )

04-16-2004, 11:57 AM
4 hours, box modeled in maya
zbrush is rediculas...i gotta get in on that.
box modeling is going out of style.

04-16-2004, 02:38 PM
Here is my model made with maya.2h30 to model and prepare for posing.The rest was posing and color.Nice work everybody and great details on those Zbrush models.

04-16-2004, 03:11 PM
I use clusters too make my poses.

04-16-2004, 03:24 PM

04-16-2004, 05:48 PM
Cool character Polar. How did you get that hair? Looks realy nice.

I got a question to the zBrush users. When defining edgeloops, does zBrush alow you to do that symetrical or do you have to go in manualy and create edgeloops on booth sides of an object, like when defining edgeloops around eyes and ears.

04-16-2004, 06:51 PM
Yes, you can apply edgeloops symmetrically.... as long as you have mirror selection ON
For instance :
set x symmetry selection
set the model to its side view
select a polygon on the one side and the xsym will also select its
mirror on the other side
then, when you add the edgeloop it applies to both sides

04-16-2004, 07:04 PM
Originally posted by southern
Well I tried to do a face but got carried away with ZB2.0 modeling. About three hours I think.

I apologize for barging in here like this but this is to good to pass on.
Wow I would love to rig that, its great. If you are intrusted?
I use Maya 5 or 4.5. here is an example of my work.
I did not model or animate that all I did is rig it.

04-16-2004, 09:01 PM
Kamsvag: With regard to the symetry question, yes (and Doohicky answered already :) ) Here's an image that may help a little.

I hope that explains it a bit, if not...

-Start with ZSpheres
-Create an adaptive skin model
-Turn on symmetry in the TRANSFORM panel
-Use polygroups to give it a new colour that helps with selection.
-Use the EDGELOOP button to add a loop
-Using MOVE adjust the shapes to suit (DRAW SIZE 1 to move single VERTS!)
-Isolate the new geometry and add more edge loops as needed.
-Adjust as needed before dividing

hope that helps.

Polar: Lots of expression in spikey hair man. I love that look

clodhopper: looking forward to seeing more of this model. Excellent muscle work.

Nottoshabi: Awesome work on that creature. I rigged a few dragons so I am inpsired by what can only be a fantastic setup (ANd the model is excellent who ever made it). Is it a low poly with displacement I take it? Reminds me of the flying creature in the new Unreal3 demo. As too your question the answer would be yes if you can do it. The model is 100% ZB and really was a couple of hours dodling. The mesh sits at about 2 million polygons so I have no Idea how you would go about rigging it. However, I am interested in having a talk about it, msn perhaps.


04-16-2004, 09:54 PM
Hey polar Why dont you tell us about how you did hair??:beer:

04-16-2004, 11:47 PM
southern, if you don't mind me asking, how do you ensure that the polys generated by the Z-spheres is as clean and correct as possible (as yours :D)? Sometimes polys are distributed in an odd way, creating strange corners that couldn't be predicted by looking at the spheres, and sometimes the polys seem to cross each other in a wild fassion, especially around hip-areas of a simple character. I think I'm doing something fundamentally wrong :hmm: Got any Z-sphere tips for me? :)

04-17-2004, 12:43 AM
An atempt tp answer "opacity".

This might be completely wrong, but from what I've noticed is that if you start building a biped figure by using zSpheres you'll end up with a weird deformation around the hip area, this is if you look at the zSpheres as bones. Try putting the root of the chain of zSpheres up by the top of the head and work your way down the spine, then adding arms and legs. The result I got looked way cleaner and nicer then my earlier atempts where I started in the hip-area.


04-17-2004, 01:37 AM
@ > southern

You read my mind. :thumbsup: Sure I'm always on line as long as I'm at work.

My msn id is Just drop me line, I work about 10 to 12 hours a day so its like imposible not to find me...


04-17-2004, 04:31 AM
it looks like polar was using maya... which makes me even more interested how he made that hair, as I use maya too! :surprised

04-17-2004, 04:40 AM
Holy crap, the future is zbrush 2.

Hahahahaha I suck... I only have 3dsmax and maya up my sleeve........ it discourages me to continue polygonally modeling.. what I visualize in my head I could probably do in a matter of seconds in zbrush....... pluuus.. then have that low poly thingamajig output and then bumpmaps, etc...

Maaan.. how where what can i get zbrush 2...... i want to try it...

Loooong ago I tried zbrush early version test beta or something I think before 1.0 or something.. I can not even recall it was that long, and it felt very premature.. tedious and kind of boring... but the stuff I'm seeing now... hooooo crap.... wow!!!!!!

I really like yours pixo ;)

04-17-2004, 06:43 AM
Opacity: I'll start a new thread to help answer you as I don't want to side track this thread any further and M@ will probably ban me soon :)


nottoshabi: Will do.

04-17-2004, 10:46 AM
hehe np southern... but yeah please guys ask questions about zbrush in appropriate threads. Great job everyone btw ;)

04-17-2004, 11:02 AM
done in zbrush over 3 hours.

good stuff in this thread!! :)

04-17-2004, 11:10 AM
nice work plaf...very cool idea :eek:

how have you make alle this expressions in this short time, where is the trick ;) ?

04-17-2004, 11:32 AM
zbrush, dude! :) modelling in it is awesomely fast (it makes pretty highpoly meshes as well, so it's not really suitable for everything, but for this kinda thing or concept work - or modifying lowpoly meshes for generating displacement maps or bumps - it's great! =)

the texture isn't very good, but i think it looks alright when lit and rendered. oh, and i painted the inside of the cigar guy's mouth in photoshop. couldn't resist adding that and green teeth =)

04-17-2004, 12:58 PM
Hm yes i know that you have make it with ZB, i have it too but i am a beginner and wonder how you have make it.

With ZSpheres or simple sculping with a sphere, i am asking so stupid because you must begin for every expression with a new High-Poly mesh...argh dont know how to english sucks :)

Or have you a standard Highpoly mesh and you only deform the big parts like mouth and eyes with the move tool ?


04-17-2004, 01:25 PM
Man i love what you guys are able to do with zbrush....its just would take me for ever to get on such a level..

Time for me to buy Zbrush.......(why is it so expensive......:surprised )

:drool: :bowdown: :beer:

04-17-2004, 02:09 PM
morph21 : oohhhhh, sorry man. right, i'll just be a bit more indepth then.

i started by importing a subdivided cube that some friendly soul posted on (you can get it here - i'm sorry, but i can't remember who it was so i can't give him credit, but his idea was that you can avoid having those lowpoly areas around the poles of the sphere you can create in zbrush itself, if you start with a cube such as that one - and he's right! =) it's a good idea. thanks, whoever you are!

having imported that, i scaled the cube thinner in X using the deformation tools and then just worked on from there with the sculpting tools. after i had the basic shape about right, i subdivided the mesh two times and worked details for a while, before i subdivided one last time to do some wrinkles and more details. for some of the wrinkles i used the 'noise' modifier in the tools 'deformers' section, which i then smoothed a bit. it can give a bit more of a "skin" feel to the surface of your object.

then i went to the texture submenu in the 'tools' section and switched mode to 'colorize', set the Z influence of my brush to 0 (so it won't deform the object when i paint colours on it) and started colouring it, simply by painting directly onto it in the 3d view. i usually switch between two render modes when texturing - "flat" and "preview". in flat mode, you can see the texture as is with no lighting applied, which gives you a good view of what you're actually achieving without the false impression nice lighting can give.

after feeling happy about the texture, i went to the light menu, upped the shadow rays setting to about a 150, went to 'render' and enabled shadows - and did the render of it i've posted here.

I don't know if that was quite what you were looking for. I do know that Meats Meier posted something on CGtalk about the zbrush guys having released a 500 page .pdf about using zbrush 2. you can get that from if you're a member. also, there's a .pdf on zbrush 1.55 (the old version) that you can get directly from

all the best

04-17-2004, 02:55 PM
Yes Gremlin I made hair in maya .You can make hair with stroke in paint effect,it is very well explain in the documentation there is over 100 parameters you can play with!!
You can also use fur.
I post the hair piece. A simple stroke tube and a variation or the hair.
That hair piece is not very good it does not look like it is attached to the head.

04-17-2004, 03:48 PM
thx for that detailed description plaf, my question has it not answerd correctly but it´s ok. I work with the Practical Guide you mention so i think all my questions will be answerd soon :)

04-17-2004, 08:46 PM
Wings model 1:40, then zbrushed, still wip.
He's got a kind of gaumless troll expression:


04-17-2004, 10:42 PM
wow great ! looks like the cave troll from LOTR... i have a question, what file type do you import the models into zbrush2 ? also, once you have it in there, is it hard to add details and what tools are specifically used to creat the cool textures. I want to buy zbrush2 but hopefully they will have a demo first.

04-17-2004, 10:47 PM
Incredible. I cant do organic modelling worth a crap in wings. Seems like more of an architectual modeller to me. :thumbsup:

04-17-2004, 11:44 PM
Thanks for your too kind comments!
Southern: Excellent work! I have taken your suggestion and have inducted this ‘guy’ into the RRR series as ZORRRG:deal:

Here is the update...

There are few things that I would have liked to correct but I run out of time.
I did however managed to do a bit of ‘plastic surgery’ to the mesh and create his evil twin...Zorrrg-O-Rrrat...

Mahikus: Thanks! The high-res mesh composed of approximately 750k polygons, your system should be able to handle this resoultion without any difficulties... its time to post your entry:)
Mirandinha: The mesh was created in Z2, started as a ZSphere and then refined by adding several edge-loops.


04-18-2004, 02:55 AM
Pixolator --

Wow. This head is AMAZING!

I've been wanting to try Zbrush for a while now, but there isn't a trial of 2.0 available, and I have no idea how to integrate this with other packages (ie. 3D Max) Is there a thread or tutorial on the workflow of ZBrush 2?

More importantly,

1. Once you've imported or created your low poly base, what do you do to it to enable you to add such rich detail?

2. Once you're done, is it possible to export it to another 3D app (ie. 3D MAX), and if yes, how?

3. How do you export the "normal map" (if that's what its called), and the base mesh, and then "re-assemble" it?

4. What package did you use to make the renders - is that ZBRUSH?

Sorry for all the questions, but this is simply amazing, and I would love to give this a shot myself, however, since I am still quite new to 3D Modeling, I really need some guidance!

Thank you kindly, :)

04-18-2004, 01:02 PM
This is a madhouse!!!:eek:
All works are bloody fantastic!!!
I'll give it a try!:scream:

04-18-2004, 06:42 PM

2,5 hours, ZBrush + Max. Not much I know, but don't be too harsh :), my first participation ever.

Again, AWESOME pics here!!!


04-18-2004, 08:30 PM

WOW, thats incradible work man!

04-18-2004, 09:03 PM
2 Hours into it using maya 4.5 and a mug shot as ref.

04-19-2004, 12:16 AM
Originally posted by Pixolator
Thanks for your too kind comments!
Southern: Excellent work! I have taken your suggestion and have inducted this ‘guy’ into the RRR series as ZORRRG:deal:

Here is the update...

There are few things that I would have liked to correct but I run out of time.
I did however managed to do a bit of ‘plastic surgery’ to the mesh and create his evil twin...Zorrrg-O-Rrrat...

Mahikus: Thanks! The high-res mesh composed of approximately 750k polygons, your system should be able to handle this resoultion without any difficulties... its time to post your entry:)
Mirandinha: The mesh was created in Z2, started as a ZSphere and then refined by adding several edge-loops.


That is just AMAZING! The detail is freaking incredible! Can i have your brain? :p

04-19-2004, 02:43 AM
i love it!, great teeth.

04-19-2004, 02:43 AM
4 hours total using maya 4.5

04-19-2004, 04:56 AM
nice work all. looks like i'll have to look into Zbrush now.

04-19-2004, 05:30 AM
holy poly

this is amazing stuff u guysand great work with Zbrush I will look forwared to download the demo and try to do something with it
I say wow

04-19-2004, 10:55 PM
I don't think there's a demo available of ZBRUSH v2.0 -- unless its available somewhere that I don't know of.

Not sure if you can do this sort of thing with ZBRUSH 1.55. However, even if you could I would hate to learn a new interface for 1.55 only to have to re-learn everything for 2.0, since I think its changed quite a bit from the previous version.

04-19-2004, 11:20 PM
It's not available yet but it will be after the MAC version is released (so it says on the Pixologic site).

04-20-2004, 06:54 PM
there should blatantly be a polygon count for this test. zbrush meshs going into the 750,000 mark seems kinda ridiculous. my compuer would probably explode anyway. i must say though, if this is going to be the limit on models nower days im all for it. looks like it was pointless me learning how to poly model in only quads

04-20-2004, 07:22 PM
well one could then generate a lowpoly cage, then continue with the massive detailing in Z and generate a displacement map to fit on the lowpoly. That way a model would still look like a ZBeast and in turn pass set 'poly limits'.:p
Just because Z can model like a dream doesnt mean your modeling skills are out the window. One still needs edgelooping and poly cleanup/conservation skills...especially for animation. :beer:

04-23-2004, 05:32 AM
Ok here is my go at it! I couldn't do all that I wanted in 4 hours though. No it's not winnie the pooh :) I'm trying to make a bulldog. I'm using Lazlo's meshtools in 3ds max 4.2.

After 2 hours...

and after 4 hours...

Need more time to give him a tough guy expression. Very fun project!

04-24-2004, 02:29 AM

45 Minutes modeling

15 Minutes Expressionising

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