I've been watching some of the zbrush workshop tutorials, and the Mannequin concept really caught my eye.
It's basically an armature made up of Zspheres. The ones provided with the software are pretty simple, and some tweaking was necessary to make their adaptive surfaces actually work. Some things I tried collapsed entire segments of the torso into itself, and others just wouldn't convert over to Polymesh for various stupid reasons.
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Mannequins are fun to pose! |
What I tried to do was take a pose, convert it from adaptive z-skin to polymesh, then qRemesh to make it all one mesh, and then sculpt over that. It worked really well!
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still wonky, but it worked! |
The main problem I had was getting the arm to be as thick as I wanted it to be, and not collapse in on the chest. In the end I just decided to leave the arm in and model around it, which proved to be kind of difficult because the hand itself is really skinny to start with. Maybe a quarter of what I have up there at the start, and there's some serious topology errors hidden behind the wrists.
The neck and head also turned out to be pretty thick, but the move brush fixed that easily.
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Still trying to work out the eyes and mouths. Noses are iffy too. |
And, after I had tweaked the head and face a lot more, I figured it needed to be painted. I focused on trying to make skin tones and color blending. I'm proud of the eyes, but I feel like the expression came out creepier than I wanted it too. I blame that on the eyes, unfortunately. Mouths still elude me.
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Hair is forthcoming, trust me. |
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