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Published: 2008-03-21 01:39:24 +0000 UTC; Views: 1824; Favourites: 20; Downloads: 40
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Description
z-brush exercise...those soft skin struktures and delicate features are harder to model than any raw monster or male faces (:
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Comments: 11
davideatspoo [2010-03-04 23:35:59 +0000 UTC]
soo impressed right now! I thought this was a photograph.
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ThiaminaTenn [2008-07-03 10:37:54 +0000 UTC]
na, das kenn ich doch irgendwo her...naja das kann man wohl noch so durchgehen lassen ^^
ansonsten, nettes experiment (hΓΌbsche rosa bΓ€ckchen, hehe)
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HazardousArts [2008-03-21 10:29:50 +0000 UTC]
Hey nice job man, i really like it, and totally agree, female faces are much more difficult. everything is so subtle and any kind of exageration ( unless its eyelashes ) totally takes away from the femininity!
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monomauve In reply to HazardousArts [2008-03-21 11:06:12 +0000 UTC]
thanks! yes I have to model more female faces! it takes still too long.. my first try was sooo bad ;o) this one is ok. but IΒ΄m dissatisfied with the nose
your models are nice as well !! rock n roll !!
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HazardousArts In reply to monomauve [2008-03-21 11:37:30 +0000 UTC]
Im not sure if it will help you, but ive got a default head mesh all built up - its not male or female - just kind of default haha! but once i chuck it into zbrush and subdivide it up a bunch of times, i find now it only takes about 30 min or an hour at most to get some kind of face going.
I try to do a bunch of these each week, just for my own practise, you might already do something like that, but if you dont, give it a shot!
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monomauve In reply to HazardousArts [2008-03-21 12:32:54 +0000 UTC]
I know what you mean. IΒ΄ve some default head meshes for start ups. and male or creature heads are no problem to model in short time. but female features are so easy to destroy. you have to be so carefully ;o) that takes time !!!
were do you model your basemeshes? in max or z-b ?
I rebild the female topology after finishing the model to erase recent irregularities on the skin.
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HazardousArts In reply to monomauve [2008-03-21 14:11:18 +0000 UTC]
Here here to that brother. Female meshes can be destroyed with a single wrong stroke.
All my base meshes are done in 3dsmax - because most of our inhouse tools are written for max, and because of its true 3d nature and ability to apply realtime direct x shaders to models it means once i export from zbrush and get my final mesh i can apply textures and shaders right there in the max viewport to see the exact results that i can expect to see once my model goes into the game.
Thats really the only reason i use Max, its really pivotal to games work i think. Though im sure zbrush soon, will catch up. perhaps Zbrush 4 !
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