View Full Version : Re-Learning Zbrush. WIP. Generic Face.

01 January 2011, 11:40 PM
I graduated from university almost 2 years ago in Computer Games Design, but since then I have done very little 3d art. When i graduated (2:1) I was unhappy with my ability and had very little to showcase. We were taught basic 3d modelling, rigging, animation, texturing etc. in 3ds max, a tiny bit of maya and a tiny bit of zbrush. I regret that I did not go any further than what was taught to us at university.

Here's what I regret more. Since then I've been working a rubbish retail job full time to pay off credit cards/overdrafts etc. Basically, Ive been wasting my time. Now I have paid off my debts, I have dropped my hours to 2 days a week so i have lots of spare time to give this a shot.

I want to give 3d a second chance, even if I never get good enough and I get a job in 3d at least I can tell myself that I tried. So I want to start putting together a portfolio.

So heres my first attempt at zbrush (its changed a lot since I last used it!)

Ive already retopologized it in 3ds (I wish we had the graphite retopology tools at uni!) and brought it back into zbrush, however here's where I get stuck. I'm really struggling to create realistic skin pores & wrinkles on him. Would you do the texture first or the high frequency detial? or would you just leave the skin pore for the texture map? How do most people go about achieving believable skin?

Feedback and criticism is more than welcome!!


And, yes i stole the eyes from the generic head model. :P

02 February 2011, 01:43 AM
I hope you are still continuing your efforts on this model because this is looking good

02 February 2011, 12:38 AM
it's looking nice, keep on it

02 February 2011, 12:17 AM
I did a little more work on it but it was all just small changes. It still looks unnatural but I cant figure out why :(

I also noticed that if you have the eyes looking dead ahead in 3ds, then in zbrush it'll look like he's cross-eyed! and the eyes from the default model in zbrush are pointing outwards when exported to 3ds?

Either way, for my first full model im gonna do a fighter pilot so I can re-use the face - so I've done this for a concept (the finished pose will have the helmet tucked under his arm):

Criticism is very welcome please!

Also, how would you go about modelling it? Would it be better to model the layers of clothing and accessories seperately, or sculpt them all out a simple mesh in zbrush, then retopoligise it?

Thank you very much for your time!

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02 February 2011, 12:17 AM
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