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Refining the base anatomy

From: Modeling a Female Android in ZBrush

Video: Refining the base anatomy

As it is now our model is a very natural One easy thing you can do right off the start is to just smooth out And we're actually not going to have ears, so Now, what actually might happen is it might kind of stretch out don't want to get any specific details at this point.

Refining the base anatomy

As it is now our model is a very natural human form, and that's great for a lot of sculpting work. But we need to turn her into an android. As you can see she's got a lot of fleshy organic details that need to be removed so that she can look manufactured. In this video, I'll go over some ways of making her look less natural and more like she came off an assembly line. One easy thing you can do right off the start is to just smooth out all those organic details. So I'm just going to hold down Shift, and just smooth out anything that looks fleshy or sort of based on musculature or like skin or anything like that.

And we're actually not going to have ears, so I'm just going to shrink my brush size here. And just smooth out those ears. I just want to remove any sense of fleshy organic details. There's probably a little bit more I could do, but let's move on. Something else I want to do is stylize her pose a little bit. What I want to get is something a little bit more stylized. So, I want a really nice rounded back. So, what I want to do is get the move topological tool, BMT. And, let's just make this shape of the back kind of nice and rounded out.

Now, what actually might happen is it might kind of stretch out the proportions a little bit, but we can always adjust that later. I don't want to get any specific details at this point. I don't want to spend too much time, you know, making everything look perfect, but I do want to kind of get the general shape into position. Okay, and let me move those legs up a little bit. want to go and get the Move Transpose tool. Just going to mask it off in the middle there, and then let's just blur that a little bit. And we can move by grabbing the middle of the manipulator tool. I'm just kind of moving that up a little bit. Actually, let me try to rotate that a little bit too, I want to get those legs coming forward a bit more.

I'm just going to clear my mask now. And it left a little bit of a weird seam there, so I'm just going to smooth that out. Maybe use Move and kind of adjust that shape a little bit. There's definitely more that I could do here. But this kind of gives you a direction of the type of adjustments that I'm making here. So let's move onto something else. The next thing I want to do is make sure that I've got a model that's detailed enough for the sculpting that we're going to do to it. So let's subdivide the model. Hit Ctrl+D. Now you'll notice our active points. This is how many vertices are in the model. And what we want to get is something in the range of about four to eight million.

So I'm just going to hit Ctrl+D a couple more times. This is probably pretty good right here, it's about, just under four million. I find that if you do too much, you go over something like eight million, then your computer might start to slow down, and it'll just become very difficult to work with your model. But if you don't have enough polygons in your model, then you're not going to have enough detail to make all the fine details that you want to make. Finally let's tighten up a few of the creases. I'm going to get the DAM standard brush out. So let's hit b, d and then s for the DAM standard brush.

Now this brush is really cool cause it makes nice creases. So we can actually use it. In areas like this and I, it's a little bit out of control right now. So I'm going to bring down the z intensity a little bit. And it also kind of made dots. So, one thing you can do is shrink the brush a little bit. Let's see how this helps. Okay, not too bad. Maybe we need a little bit more intensity then that. And maybe just define a little bit of sharp edges. Just help define the shapes a little bit more. What we have here is a, kind of clean, very smooth, doll type body. We're in a good place to start designing the mechanical parts of the Android.

Since we've got rid of all of the fleshy, organic parts, and we've kind of tweaked the shape to be a little bit more stylized. There's definitely more that you could probably do at this stage. Feel free to continue adjusting the overall proportions to get something that matches your vision of what the android should look like. Don't get into any fine details yet, we're just looking at the overall shape.

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This video is part of

Image for Modeling a Female Android in ZBrush
Modeling a Female Android in ZBrush

70 video lessons · 2630 viewers

Ryan Kittleson
Author

 
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  1. 2m 38s
    1. Welcome
      59s
    2. Using the exercise files
      1m 11s
    3. What you should know before watching this course
      28s
  2. 31m 51s
    1. Optimizing the Wacom tablet settings
      1m 55s
    2. Gathering reference images
      1m 27s
    3. Understanding the difference between projects and tools
      3m 15s
    4. Opening and saving tools
      1m 54s
    5. Getting a base model to start with
      2m 49s
    6. Posing the base
      6m 28s
    7. Challenge: Pose the arms
      46s
    8. Solution: Pose the arms
      3m 18s
    9. Cleaning up the pose
      2m 57s
    10. Optimizing topology with ZRemesher
      7m 2s
  3. 35m 12s
    1. Refining the base anatomy
      4m 7s
    2. Concepting the android with layers
      5m 21s
    3. Sketching mechanical shapes
      4m 4s
    4. Stylizing based on real anatomy
      3m 42s
    5. Making the chest
      3m 17s
    6. Designing a waist
      3m 37s
    7. Using layers to mix and match the design
      3m 19s
    8. Erasing part of a layer with Morph Targets
      2m 12s
    9. Challenge: Finish the design
      29s
    10. Solution: Finish the design
      5m 4s
  4. 30m 56s
    1. Splitting the android into parts
      1m 57s
    2. Slicing the model into pieces
      2m 31s
    3. Using the SliceCurve tool
      4m 36s
    4. Splitting slices into subtools
      5m 42s
    5. Splitting overlapping panels
      5m 25s
    6. Fitting panels inside of each other
      3m 40s
    7. Challenge: Slice the rest of the model
      1m 5s
    8. Solution: Slice the rest of the model
      6m 0s
  5. 41m 51s
    1. Starting with primitives
      4m 58s
    2. Making knee joints
      4m 16s
    3. Connecting the knee joints with the android
      3m 24s
    4. Making parts with insert mesh brushes
      2m 59s
    5. Making wires and cables
      5m 17s
    6. Making hip joints with the Clip Brush
      5m 11s
    7. Forming the pelvis with the Curve Bridge
      4m 1s
    8. Creating the visor
      4m 57s
    9. Challenge: Make the rest of the inner mechanics
      37s
    10. Solution: Make the rest of the inner mechanics
      6m 11s
  6. 44m 13s
    1. Making some parts solid
      5m 14s
    2. Cutting back vents with SliceCurve
      4m 9s
    3. Making vent holes from polygroups
      4m 41s
    4. Restoring symmetry with Mirror
      1m 50s
    5. Making side vents with masking
      2m 44s
    6. Cutting ailerons with Trim and Clip
      4m 45s
    7. Using replacement parts
      3m 27s
    8. Cutting holes with replacement parts
      3m 0s
    9. Adding thickness to panels with Extract
      5m 15s
    10. Adding thickness with Panel Loops
      3m 38s
    11. Challenge: Finish panel detail
      42s
    12. Solution: Finish panel detail
      4m 48s
  7. 22m 3s
    1. Making a finger segment with ShadowBox
      4m 43s
    2. Duplicating and appending fingers
      4m 13s
    3. Arranging fingers to form a hand
      3m 49s
    4. Making a foot with DynaMesh
      3m 31s
    5. Cutting a toe piece with Boolean intersection
      3m 37s
    6. Cutting the foot piece with Boolean subtraction
      2m 10s
  8. 13m 26s
    1. Making a tire with radial symmetry
      4m 53s
    2. Modeling the wheel hub
      4m 38s
    3. Fitting the wheel to the foot
      3m 55s
  9. 27m 28s
    1. Adding fine seams
      4m 50s
    2. Reducing polygons with Decimation Master
      4m 7s
    3. Mirroring the limbs
      3m 1s
    4. Preparing for rigging and posing
      2m 19s
    5. Posing with Transpose Master
      5m 1s
    6. Applying materials
      4m 14s
    7. Creating a rendered turntable video
      3m 56s
  10. 58s
    1. Next steps
      58s

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