ZBrushCentral

WIP - Fat Goblin

Hi all this is my first model in zbrush, I went for a fat Goblin, I will probably add some kind of steampunk apparels/gear.
What do you think? Since it is a first for me I will take an advice.
I’ve used eat3d’s sheriff tut for inspiration.
Thank you.

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I think this is a wonderful start. I don’t see any real anatomy issues, other than maybe the large thigh muscle is a little bit misaligned or underdeveloped compared to the rest of his mass. It’s just a little off, not much and if he is to be costumed, as you say, then it’s not really going to be an issue. Particularly nice work on the hands and his fat seems to be distributed very naturally. :+1:

Thanks so much Slosh! Glad you like it :slight_smile: Yes it will have a costume but I will work on that muscle.

As soon as I saw the picture I saw Eat3D’s sheriff. Great start!

Yeah, I thought of the sheriff too. I’ve been working on that tutorial off and on. Pav is a great tutorial maker. Looks like it’s comming along well keld30.

Ezra

Worked a bit more on it, smoother, more details like muscle definition, worked on the face mainly, went more toward a goblin this time, nose and ears detailed and body overall.
I’m going to start the retopo soon, I’m on zbrush 4r3, should I upgrade to the latest version for the qremesher? Haven’t looked into it yet, does it really facilitate the process? Otherwise I’ll do it the old fashion way with a zsphere. I tried once doing it this way to model a cape. Suggestions?

Thanks!

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I’d advise that you do update to 4r4.

Take a look at the 1st video here.

http://www.zbrushcentral.com/showthread.php?171039-SIGGRAPH-2012-Recap-Video-Series

and the classroom video called TOPOLOGY BRUSH ACCESSORIES on this page.

http://www.pixologic.com/zclassroom/homeroom/lesson/Topology/#topology-brush-accessories

The sheriff/goblin looks like it’s coming along well. I need to get back to working on mine.

Ezra

Wow awesome videos from Siggraph! ZBrush is the beast, gonna use this 3 day weekend to play with that, thanks!

So I’ve been using Qremesher following the video but I don’t understand why it looks like my character has been eaten by zombies after the projection.
Is this normal?
Here is the result at subdiv lvl 1 after hitting the qremesher button, am I supposed to smooth it or modify anything?
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and here is after unfreezing the subdiv level:

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The other weird thing is that the goblin was level 6 before freezing the levels (before bringing it down to 1) then after hitting unfreeze, on this image, the max subdiv level is 5, is this normal?

Thanks for your help.

don’t qremesh something with subdiv levels. duplicated yer subdived model in the subobject pallet . throw away your lower subdivs on your model - then try qremesher. then project manually form the subobject palet after adding back subdivs to the new Qremeshed topology. the whole freezing subdiv levels thing is wonky in my experience.

the model’s looking good - i feel like i can learn from your anatomy.

Thanks magbhitu, I followed what you said plus using the videos and I think I came up with a pretty good result.
What do you think of the topology here using qremesher mixed the the topology brush, anyone has any comments? Original model was level 7, reprojection is level 5.

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I guess the topology could be a bit more precise on the hands but maybe it will good enough for what I want to do. I still think the retopo using zsphere is better quality for lower res, using qremesher I could not go lower than 6000 polys without destroying the mesh,
I played a bit with Topogun, I really like it.

glad to help. how many guides did you use? the guides help but take a lot of time consuming trial and error. yah, anything lower than 6k on a complex nearly ‘done’ model doesn’t happen for me either. looks like you have some weird topo right between his eyes. I haven’t played with topo-gun - easier?

I’m actually going to redo the topology with a zspehere, the old fashion way because using qremesher generates too many polys to edit in maya manually (dont really want to reorganize 5000 polys manually).
Yes with topogun I was able to retopo the face in half the time compared to zbrush’s zsphere, the only problem is that with the demo you cannot save… I’m thinking of inviesting in it, it’s “only” $100 for a license but you can do much more than just retopology with it so it could be worth it…

Can anyone tell me about my topology so far for the face if it is correct or not?
Thanks!

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this is what i copy http://www.hippydrome.com/MeshDesignFace.html - dude is a pixar rigger. you poles look like they’re in the right places.

Long time no see, I’ve finally finished the retopo in Topogun, looks great then I imported the model into maya as an obj like so:

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All the normals are facing the right direction, when I subdivide it looks perfect and smooth but I try to delete half of the model to work on the symmetry I select the vertices and hit Delete and I get this message:
// Warning: Some selected vertices have complex edge attachment; Delete Edge/Vertex removes selected vertices and related edges

So I went in Edit Mesh > Delete Vertice/Edge and this is what happens:

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Not everything gets deleted and I can’t make those parts go away, they break the other half of the model when I try to delete, I need help please, is it something wrong with the obj?

Thanks!

Just select faces and hit delete.

These are Maya questions? Maybe the Maya forum could better assist. Good luck.

Ezra

I had to go into all 3 modes to delete everything, vertices, faces, edges.
Thanks!