A new head sculpt based on a concept by Cedric Peyravernay for the game 'Dishonored' Took me around 3-3 1/2 hours Music by Jordan Reddington: / lakeyinspired My artstation page: artstation.com/fynngb/
Just saw it, came out very nicely! One question if I may since I tried to sculpt using your technique. Do you know some other techniques to make the eyelids? I always had struggled with the eyes so I tried to sculpt them as you did but after dynameshing / subdividing, I lost most of the shapes of the tarsal plates. Thank you and keep up the good work!
You could try to use two half spheres in a seperate subtool to represent the upper and lower eyelids and when you're happy with it you can merge it with the rest of the head with dynamesh
Great Sculpt, wish I could work as good as that too. I love that he start to model with the skull so you'll end up with proportionate anatomy with the head
When you watch it , it looks soo easy, but when you try (result: it took me 3 days to do it, and the worst part it doesn't even look like this character 😭
I'm currently stuck in this loop of working on models for too long but the one word of advice I could give is finish as many models as you can. They don't need to be complex just whatever you get done in an hour to a day is a big step in improving, same for drawing. Also good luck and keep up the hustle!
Thanks, I like to translate construction methods that I learn from drawing tutorials into the 3D space Thinking about how I would draw something helps me a lot when i sculpt
Fantastic tutorial! I have learnt so much about your workflow: I was using Dynamesh only for basic forms/base and then the Subdivision build up for all detail, but I find your aproach more sculptor-like working all with Dynamesh and only use Zremesher near the end, not worrying about topology during the process, really my style, thanks!
I'm glad you found it helpful! I like to use the subdivision workflow once I start with the finer details like skinpores/wrinkles and always when I start using layers since the topology can't be changed anymore without loosing the layers All the best!
thank you for your comment! :) I'm on it! There is not that much time right now since I'm pretty busy with work and university but I'm working on some stuff :)
fynn your sculpting is the best, you're so adept at using zbrush features, im using other sculping software that I have licenses for but I think zbrush has some great features and you are really good at using those. cant afford zbrush at the moment .anyway your sculpts are an inspiration, keep it up man :D
@@FynnGB Most welcome. It was easy and honest words. I am just starting out in ZBrush, after spending years as a graphic designer, so watching this helps a lot. I have always drawn freehand, so I understand the process better now that I have taken some classes as well.
Thanks a lot! :) I used to render my models in zbrush (sometimes with BPR and sometimes with Best Renderer) but for some time now I render with arnold in maya. A great resource for arnold is Arvid Schneider's RU-vid channel.
@@FynnGB I'm absolutely new to zBrush... i hv a question.. should i make hair, nose, neck, body as different element?? or after making it differently it becomes one mesh?
@@Maitraya3D Hey, sry for the late reply, I didn't get a message somehow I think it it somewhat easier to have some things separate in the beginning like the ears from the head, head from the torso, hands/feet from the limbs to have smaller chunks you have to tackle. But once you're satisfied with the primary forms maybe with the secondary forms as well I would recommend to merge the meshes and clean up the intersection areas. Having things separate helps the most when you're constantly working over proportions and placements of certain parts
another thing I would recommend is to have things separate that are somewhat separate in the real world as well. For example different materials like skin, hair, eyeballs, nails, teeth, and all kinds of accessories (cloth and stuff)
Thank you! Yes I upload the WIP images on zbrushcentral: www.zbrushcentral.com/showthread.php?168341-Fynn-s-Sketchbook/page17 and the finished and polished pieces on my artstation page: www.artstation.com/fynngb
Did you visulised that tipe of head in your mind ? ... Also very, very big bravo sir, you did not only bring a perfect anatomical and proporcionow nuances but a charachtrer . You give'd him life !
I've been wondering for a while, after watching some of your other videos, what do you do to your SkinShade4 that makes it look like that? It seems like it has some pinkish rim lighting or something. It looks awesome.
Thanks George! I use the wax modifier for that material together with a very pale and subtle orange tone you can check out the default dynawax 128 sphere project in the lightbox and just dial down the wax modifier to 20-30 and you have the exact same material
I missed how you made the skin details, could you explain me how you give it that texture? Is it CB? Anyway I really really love the way you sculpt the skull before you do everything else. Superb, for real!
Quick question, i just install IMM brush from Shane Olson, in Zbrush when i opened the brush not there just blank with the question mark on it. it say "error has been encountered while trying to load brush preset loading has been aborted" so can you tell me something wrong with that?
Hey, I'm not familiar with these brushes but make sure that your Zbrush Version is not older than the one with that the brushes were created. If that's not the reason than I would recommend to contact Shane
Hey man. First off, great work. Question: *How do I get the geometry to stop tucking into the sculpt when I Dynamesh? For example, I'll tuck in some arms that I made using ZSpheres into a Torso I made using a sphere and dynamesh, but when I open it in Maya to Retop or rig really fast, there's geometry from when the models clipped within each other in the other programs that cause problems. Not sure how to fix* 😦
Hey, I'm not sure if I understood your problem correctly but if you want just one continuous mesh then you should merge the two objects in Zbrush make sure that the 'Groups' option in dynamesh is turned off and then dynamesh the whole object. This way it only maintains the outer geometry and deletes everything inside. Then I would suggest to either retopologize by hand to have an efficient topology or at least make a lower resolution model with Zremesher while symmetry is turned on.
Hey Flynn! Love your way of sculpting! May i ask you how you build up the eye? I mean they are generated out of nowhere? @0:50 :D Those the Brush know that there is a second subtool in that place and build it abve that??
Hey, I inserted a primitive Sphere that you can find in the subtool menu under 'insert' then I scaled it down to it's proper size and hit the mirror and weld button in the geometry -> modify topology tab.
@@FynnGB Fynn GB thanks! i was not quite clear about my question, i meant: how do you do that after you inserted and mirrored the eyeballs, you modify the headsculpt in the eye area so that its like that you are sculpting over the eyeball but the ball is not visible, does zbrush know that the ball is here but not visible so it automatically forms a ball-like" shape?
@@crimsonBen I'm sorry for the really late reply! Somehow youtube doesn't notify me when there is an answer on a comment.. I used a combination of the move brush and the claybuildup brush to add the volume of the eyeball
Thanks! It's something that I do for myself. It gives me a good framework to build upon and it's more objective than the fleshed out face so it's easier for me to establish the large forms and correct mistakes in the proportions in the beginning. Clients don't really care about the process, only on the results so you can do what works for you
@@chummykitsune I bought myself a laptop last year because my other one got stolen but if I would buy myself a pc again I would choose a desktop pc since it's much cheaper I would recommend to not go lower than 16gb of ram, an SSD as the primary hard drive, and since the graphics card is not that important for zbrush I would look for a decent cpu as well