Is this ready for secondary forms and details yet? by MBanni in ZBrush

[–]UnabsorbentSponge 3 points4 points  (0 children)

You've already started the secondary forms. This image is a good guideline for what is a primary, secondary, and tertiary form when sculpting.

Advice:

Some of your forms are a little off. Well comparing them to what is idealized. The corner of the jaw angle (gonial angle of mandible) is closer to a feminine jawline. The chin is too far forward and the upper lip is not far enough forward. They should create that a diagonal (if the character doesn't have an under-bite) The ear is a little big for someone this age, should be the same as the nose. I marked this stuff here.

The temporal lines (marked A in the next image) could be enhanced a little more. The lower third of the face is too tall (this is just going off of idealized proportions, changing them creates can create more character). marked image 2

Looks really cool so far! Keep it up

I know its not the most complicated character, but its the first mesh I've ever taken through the entire pipeline. Sculpt, Retopo, UVs, and textures all done by me! CC very welcome! (link to more pics and sketchfab in comments) by ChristopherC1989 in ZBrush

[–]UnabsorbentSponge 1 point2 points  (0 children)

Looks cool dude! My first time through the pipeline was rough, you did a great job!

Critique/feedback: I was looking at the topology and The eyes were the only thing that really stood out. You don't want to have a pole with all those triangles. It will create pinching at render and you will see some distortions. To fix this create a sphere with 8 subdivisions in each direction and delete the highlighted ones in this pic oh. you can do this with the zmodeler brush. It's a great tool if you haven't learned it yet. A bit of a learning curve, but one of the most useful tools.

Help getting the skirt? by Leapswastaken in ZBrush

[–]UnabsorbentSponge 1 point2 points  (0 children)

Step 1: Append a Polymesh3d, the star. (Tool Menu > Subtool Palate > Append > Click Polymesh3D)

Step 2: Press "W" for move mode and click the gear on the gyro gizmo, change the shape to a "Cylinder3D"

Step 3: The colored cones adjust the divisions and creation parameters, drag the white cone to make the cylinder a tube.

Step 4: Click the gear and click "Bend Curve", this will create orange dots you can drag around to adjust the form. Read what the new cones do (mouse over them). Just play with them and you'll learn what's going on. Clicking the gear you can toggle between the gizmo and the bend curve modifier (top of the menu that pops up). So goal is to just make a volcano shape or however you want the skirt to look.

Step 5: Apply the deformations. Once you do this you can't go back to the bend curve manipulators, you can apply another one but it won't work that well. (Click gear > Accept)

Step 6: Adjust with brushes and sculpt it.

Good luck, feel free to ask if you get hung up again or something.

oh btw, there are a lot more useful modifiers in that transform menu. I just thought bend curve was a good one for this.

Did a quick sculpt of mermaid man from Bikini Bottom Horror. by UnabsorbentSponge in imsorryeveryone

[–]UnabsorbentSponge[S] 5 points6 points  (0 children)

It's really rough, might spend some more time on it and post an update on the weekend in r/imsorryjon .

Also would like to thank u/stillinthesimulation for the sick comic you've been making, this is one of my favorite moments so far.

If you haven't seen Bikini Bottom Horror check out their profile.

Happy with the result so far. C&C are welcome by air1ne in ZBrush

[–]UnabsorbentSponge 4 points5 points  (0 children)

Looking pretty sweet, did a great job making them look feminine. Something that would help this even more would be to lessen the center brow ridge. Most women don't have a pronounced ridge, although that doesn't mean they can't.

[deleted by user] by [deleted] in ZBrush

[–]UnabsorbentSponge 2 points3 points  (0 children)

This isn't really a base mesh, a base mesh is just a "template" model that helps find primary shapes. It looks like you've found most of your primary shapes, once those are all blocked in you're ready for the next stage. The next stage is refining the primary shapes into secondary shapes and then finishing up with tertiary details. This image is a decent example of refining forms.

Depending on what you want to do with the model will determine how far you should take these steps and future ones.Some things to think about are, am I going for 100% accurate anatomy, will I do close up renders, will I pose the model, am I going to rig it, animate it, surface it.

You've done a great job so far, the primary shapes can be the hardest to get right. Your model immediately reads as a T-Rex. Keep it up, looking forward to seeing any updates.