Making accurate geometry


#1

Hello everyone!

Sorry if I titled the thread wrong, I don’t know how else to call my question.

Basically, I was sculpting using a tutorial and in the video where an author should’ve made ears, he missed it.
So, I tried to do them myself and came up with this - they look very rough, low-polygony.

How can I make look them smooth and nice-looking? Simply subdivide and smooth?
Here goes the sub-squestion: I can’t turn SculptHD off to divide the model - it’s “ABNORMAL TERMINATION” all the time. Any suggestions?

Any comments on the overall head and geometry are welcome! I am a fresh newbie and I want to learn.

Thanks in advance!




#2

Did you pull the ears from the existing geometry? Can you post your lowest level wireframe? Or are you using dynamesh? You shouldn’t be anywhere near using sculptHD on this model. You are still a long way off anatomically speaking. Post up some more images so we can see where you’re at with the sculpt all round.

Plus, with R7 being 64bit sculptHD is more or less obsolete in a lot of cases.

No matter how high you sub-divide, if the underlying geometry isn’t suitable for sculpting - i.e: close to square-shaped, evenly spaced, equally sized quads - then you will always have these issues at higher levels.


#3

Thanks for your answer.

Ears were sculpted, I turned on dynamesh only to pull earlobes since I have no idea how to do them otherwise.

I can’t post my lowest level since ZBrush terminates itself when I try to turn of Sculpt HD. :slight_smile: Any suggestions on what to do? Sculpt HD was turning off as usual until some point.


#4

I’m not sure what the issue is. Sounds like a general bug. If you send me the .ztl file I can take a look if you like.


#5

I have a zip-file but it doesn’t upload in “manage attachments” window.


#6

You can send it here: dannymagraw@gmail.com


#7

No need to use SculptHD for what your doing and no need to go crazy about subdividing the geometry to the max, your only asking for problems.
that models looks like from another package so i would just use ZRemesher on it.

to do the ears look up MESH FUSION
and use the brush called IMM BParts and press the letter M then use the EAR to mesh fusion it then once done ZRemesherit.

if you want to keep what your doing try pressing tool>make polymesh 3D
then reconstruct to see if the subdivisions come back.
i dont have time to go over the details on how to do step by steps, sorry


#8

I just had a look at the file. It is badly corrupted. My advice is to abandon it and start again. As I mentioned above, there is absolutely no reason to go to this crazy level of sub-d in the early stages of sculpting a character(unless you understand a high-res workflow based on knowledge of anatomy) In your file the HDgeometry is at almost 140million. You should be able to achieve a believable head sculpt with no more than 100,000 polygons.

Also, as I mentioned above HDsculpting is pretty much obsolete now with ZB64 and was only really an option from a long time ago to overcome ZB’s memory limitations.

Concentrate on anatomy first and foremost. It is the most important thing for character creation. Learning the tools is the easy part. Anybody can push the buttons.


#9

Why would you advise getting the newest version of Modo(meshfusion was a plugin prior to 901) to apply to a task that can be done natively in ZB?


#10

I only followed a tutorial and even the stage of sculpting you can see there took me a long time (I am a newbie). I could quit this very lesson, but, meh, it’s experience. I’ve never finished a human character before.

Thanks for the advice and help.

Maybe you can suggest some human characters tutorials? Possible in fantasy style, but not obligatory at all.


#11

I could’ve taken the whole body from the lightbox, but what for? I want to learn to sculpt myself, I will have plenty of time using built-in body parts to fasten the process of sculpting later.

Thanks for the advice, I will try it, but, eh, it is already said that the file is corrupted.


#12

You’re 100% right. This is a very good attitude to have. There’s no point using pre-built models if your intention is to learn the art of sculpting anatomy.

There are many quality tutorials out there. Some free and some paid.

Here are some names to google:

Scott Eaton
Zack Petroc
Jesse Sandifer
Rafael Grassetti
Ryan Kingslien
Scott Spencer

Best of luck. Remember learning anatomy is the key. :slight_smile:


#13

zbrush has meshfusion that’s what i was referring to.

HD sculpting is for high detail area that might be needed to see in a close up shot,
like a skin pore or a hair of a eye lash, its not obsolete its just not commonly used .


#14

Sorry, I thought you were referring to Meshfusion which is a Modo plugin. As you know, ZB’s boolean operations are Dynamesh. Terminology would be confusing to a beginner like the OP.

And yes, I would say HD sculpting is pretty much obsolete now that ZB is 64bit. Plus the fact that feature film artists who would be working to the kind of close-up detail you’re talking about would be painting Mari displacement maps to achieve that detail. And eyelashes would never be sculpted onto the topology of a production model.


#15

here is a video on what i was referring to http://youtu.be/-ar52ZZZXhs


#16

Oh yeah. When you referred to Meshfusion I though you meant Modo. Misunderstanding.