HMC 22: Classic Self Portrait - Grant Moore


#1

UPDATE

TurnTable - Vimeo
http://vimeo.com/7093232


FIRST POST

Should be a fun one to take part in! Been wanting to get some sculpting / ZBrush practice in since I’m taking a course in it right now.

So I found this bronze sculpture while searching google Images (I’m un-educated in classical art, so I unfortunately know nothing about it). It’s a bronze sculpture at the V&A Museum in London… if anyone knows anything about it, please let me know so I can try to find other reference images.


#2

looks like a pretty cool piece to me…


#3

I actually saw this in person the other day at the Tate! It’s called An Athlete Wrestling with a Python by Lord Frederic Leighton (had to google to find the sculptor, but I remembered the name). It’s a nice sculpture to go for.
Here’s the Tate’s page on it.


#4

Thank You!! That is exactly what I needed :slight_smile:


#5

Now that I know the artist / sculpture name, I was able to find many references… here’s a couple really handy ones.


And since I just got my hair cut, I figured now is the best time to take some photos of my face for reference.




#6

Also had a question, any tips on how to create a snake in Zbrush, was just going to create a ZSphere chain, but is there a better way to get a nice smooth starting mesh?


#7

i think i would draw a curve in maya and extrude a pol plane along that curve,
but i never worked with z-spheres, so its just an alternative :wink:


#8

Thanks, I would normally agree, however I’m trying to challenge myself to do this entirely within ZBrush to force myself to learn the tools.


#9

i think zspheres would be a quick and easy way of doing it, from what i’ve seen - i myself have no experience- this challenge would be my first


#10

The new ZSpheres should be perfect for this. The smooth brushes for ZSII do a great job of giving uniform shape when you need it. Then just a matter of matching the bends in the sculpture.


#11

Yeah, I’ve been holding off on the update since I’m doing a course that’s designed for 3.1, though I may to get the update… getting too impatient to try those new features!

Anyhow, I got a bit of a start with the ZSphere mesh for the man.


#12

Well I roughed out the details a bit more, the sculpture is in a really challenging pose so it took a while to get to that point.




Roughly Matching the Reference angle :


#13

I’ve got a question for all of you, is it possible within ZBrush to do a sculpt of my head separately and then somehow project it accurately onto my body mesh later on?


#14

you can mask it out or create a poly group


#15

You can use the ZProject brush to project details of one mesh onto another. Actual results may vary. :smiley:


#16

Alright, thanks for the tips… rather than risk doing a lot of work and then not being able to transfer it, I’ll just go with the difficult of sculpting my face on the mesh where the head already is. I guess it’s an added challenge :slight_smile:

Here’s my latest update, any of you who are anatomy pros, I’d really appreciate you pointing out any mistakes I’ve made since I haven’t really done much anatomy work before.

Original Reference Photo Angle


#17

Did some more sculpting, looking pretty good, though not sure how well my face will end up later… just trying to get the rough shape of my head.




Reference Angle


#18

Took my first stab at blocking out the face and I must say I really wish I weren’t working on it at such a strange angle!! Essentially I’m doing this all by eye, and having to do the symmetry myself… quite the challenge, but it’s slowly getting there!


#19

It’s a good thing that you don’t get into too high subdivision too early and focus on shape.
I think you just need to seperate - in your mind - the main shape from the more details like muscles and stuff. Doing these refinements are sometimes a little easier on a few higher subdivs.
This way you can also avoid the need to distort the poly’s too much like on the mouth. Sometimes you can do this - for very hard shapes - but most of the time, it means that you need to keep that detailing for a higher subdiv.
Switching to a different subdiv is only a few clicks away. :beer:

And for the symetry, I guess there are only a few reasons to work like this.
In this situation you were better off blocking out the main shape in a normal pose - while having the benefit of only sculpting one half - and posing it afterwards and then do the changes.

The more you do these things yourself, the more they will become clean and logical.


#20

I tried what you said and bumped it up a couple subdivisions and things went a lot quicker! I’m still getting used to the idea of being able to switch between high / low resolution… amazing stuff. Thanks for the tips, now all I need is practice :slight_smile:

So I worked a bit more on the face, the shape is much better and I added a bit of contempt / anger in the expression. I didn’t want to over do it since I was having a hard enough time keeping balance in the face. The eyes might look a little odd because he’s looking slightly upwards (intentional).