The Man In Black - Westworld - Zbrush Timelapse
Вставка
- Опубліковано 12 лис 2017
- Zbrush timelapse of the likeness sculpt of the Man In Black (Ed Harris), from the TV show Westworld. See FAQ below.
This video was blocked for a while due to a copyright claim on the music I used.
You can see the final images at:
afisher.com.au
artstation.com/afisher
afisher3d
afisher3d
FAQ:
How long did this take?
-Unfortunately I didn't track the time, so I'm not sure. I started it months ago and had to put it on hold due to a busy workload. I finally made some time recently to finish it.
How did you do the skin pore detailing that just appeared?
-I created a skin pore displacement map in MARI and applied that displacement map in ZBrush to add the base level of details. I wasn't happy with a couple of areas, so I had to do some clean up with some custom alphas. The displacement textures and more info on this technique can be found at Texturing.xyz
How did you create the hat model?
-The hat model base mesh was quickly modeled in Maya and adjusted to fit and match the reference in Zbrush.
How did you create the clothing?
-The initial clothing meshes were created in Marvelous Designer. I used MD to get a good base for the folds. In Zbrush I created some cleaner topoolgy to work with (zremesher) and added thickness (Panel Loops).
How did you add the textures to the clothing?
-I used tileable textures and applied them in the Surface-Noise (UV enabled) tab. Marvelous Designer meshes give perfect UVs for this kind of thing. Since I used zremesher on a number of the clothing meshes (to make it easier to sculpt on) I had to recreated the UVs, which I did in Maya.
How did you do the head hair, eyebrows, eyelashes and stubble?
-The head hair was created using XGen in Maya, then converting the splines to geo and importing them into Zbrush. The eyebrows and eye lashes are simple curved cylinders that were manually placed in Maya. The stubble was created using fibermesh.
How did you do the eye texture?
-The eye mesh has UVs and I created an eye texture in Photoshop. I then applied that texture in Zbrush. I then converted the texture to polypaint and painted some additional values. In the final version (seen at the end) I actually removed that polypainted version and used a slightly desaturated version of the eye texture.
If you have any more questions, feel free to ask and I'll do my best to reply. Thanks
-Adam
Audio:
The House Glows (With Almost No Help) by Chris Zabriskie is licensed under a Creative Commons Attribution 4.0 license. creativecommons.org/licenses/...
Source: chriszabriskie.com/darkglow/
Artist: chriszabriskie.com/ - Фільми й анімація
within the first 10 seconds its already starting to resemble him.
Really great host, Adam! I'll give word to Dr Ford about this.
Always the most stunning and inspiring videos Adam. I don't know if you understand how much these timelapses teach others what is possible. Likeness is absolutely on point! Keep it up!
Awesome Adam, great likeness! Love this series too.
This was a thrill to watch!! I wish I could see Ed Harris reaction if he watches this.
Totally up my alley! Love it!
This is so detailed. Amazing work! great job man...
Awesome work as always!
Hey Adam, you are one of the best 3d sculptors I've seen! Your characters have soul. Would be nice to see a video of you explaining your general workflow.
amazing!! ♥️ you're so talented!
Awesome!!! Just greatest work
Bravo Maestro!!!!!!
Wow!that was amazing
Your sculpts are always so dope dude
I love this.. but the end "doesn't look like anything to me" had me laughing haha
Fantastic, it's spot on!
I watched because I love the show, but I was blown away by your detailing work, and then finally I see you giving a full breakdown and answering everyone's questions in the comments section. Damn awesome!
Impressive work!
Really impressive !
Master piece bro...
nice job again man and cool timelapse!
AMAZING congratulations !!!!!!!!!!!
Amazing!!
So cooool!
I wish I have that base mesh!! It's Wonderful!!!
Sick work you got some mad talent.
Amazing work.thanks for tuts
DAMN looks more real than the real one ! Gj !
Amazing!
It's amazing
You should do Doc Holiday from Tombstone. Amazing talent you have there.
*sees likeness at **1:00** already*
*tries for 20 hours with his model*
*zero likeness*
*are you sure you want to uninstall zbrush? -yes*
always a pleasure to see your work! much appreciated! :D
haha thanks mate
awesome
Can you write features of your computer ? especially ram
I love this...
People doing this need more attention
Amazing 👌😍
But why you don't move it
For we see what did you do
Please do something like movie
Man this is so amazing what you are doing you could sell this to hbo i was doing only arhitecture buildings mostly cause i didnt know where to star with characters but i want now go on characters and your work inspires me the details is what makes this amazing :D
Você pode dizer qual a configuração da sua máqui por favor? Obrigado!
Faz mais um personagem da Família Lannister!!!
How did you texture the skin?
What bass mesh do you use?
Can you show him in colour? Great work again. 👍
how did you made the tie
I like the work on the clothing. Most of the people just take it out of marvelous designer and destroy it with tons of tiny details.
How much days it will takes?
what is better for more moody atmosphere? Realistic hair or stylized hair?
I have a question. Could you later export this model to use it for facial animations? Like in Maya? I'm interested in learning Zbrush for the sake of making comics (mixing 2d and 3d elements) and I want to save time by using realistic 3d characters like this, but I want to be able to adjust their faces with vivid expressions, either in a program like maya, or right there in Zbrush. Is that possible? Or would I be better off looking elsewhere?
Amazing work as usual. I'm more surprised you're doing all the little details by hand while other hyper realistic artists use alphas and go to town with them. This way seems more time consuming yet I love the artistic nature and feel of this! Also, how good is your vision to be able to see all of the little wrinkles on Ed Harris? Unless you keep him on your basement or something hah!
Thanks mate, yeah there's definitely alphas that could be used, but for faces like this i prefer to sculpt in the details and let the alphas take care of the pore details.
Jokester The Mighty
On an older wrinkly person alphas don’t cut it
@ 14:40 i know its surface noise but can you explain please how you pointed different directions of those stripes?
As I mentioned in the FAQ in the description, I'm applying a tileable texture under Surface>Noise in Zbrush. The mesh has its UVs set up so the texture runs in the correct direction/scale
Ur amazing
Wow
Wonderful work Adam, it's really inspiring to see the sculpt process and your design workflow.
I have a question regarding the base mesh (low poly) that you start with, did you sculpt it in Zbrush? or do you have a personal base from Maya that you reuse for different characters? I noticed that some videos start off with the same mannequin head. Is that a workflow thing?
Thank you and keep up the amazing work!
Hi Natalie, thanks. Yeah its just a workflow preference. I have a few different head meshes I've created that I like using. I like being able to set up polygroups around the eyes and mouth and it helps when i've got nicer topoolgy to work with.
Do you use tablet or mouse when sculpting?
Did you start modeling base mesh directly in zbrush or did you use maya for basemesh?
Wow, I can't imagine how long this would've taken you. I liked the "this doesn't look like anything to me" at the end lol. Good job man! How many of these do you make throughout the year?
Thanks. I wasn't sure if anyone would sit through to the end to hear that :) Work usually keeps me very busy, so I don't get to do much personal art. I try to finish 1-2 personal projects per year, but sometimes I just don't have the time to get things finished.
You should keep it up, you're really good at it. I've never heard of this Zbrush software before, so it's just for stationary sculptures? Can it also be used for animation?
ha yeah, I do it professionally. Yeah its used for games, animation, cinematics, movies, statues... anything where you need to sculpt something digitally
poly count? more than 20 million?
Awesome, i wonder what base mesh do you use?
I used my own base mesh for this one
Nice work ! can you share your brushes alpha for skin please ?
Thanks! Most of the alphas are either from or created from texturing XYZ maps, which I purchased from them. You can buy them from texturing.xyz/
Diid you applyed fibermesh on his suit ?
Yep, to simulate the loose fabric threads
You mentioned in one of the comments you do this professionally. Where do you work?
Jordan Chapman I'm a freelance character artist, currently with Creative Assembly
wow.
Incredible work!
What graphic tablet do you use?
I use a Wacom Intuos 4
музыка крутая.
i was wondering how did you do the eyeball?i found many artist using the same effect as yours. but i couldnt find any tutorial on that. i am really curious how you did it.
What about the eyeball do you want to know? The first eye is just a quick placeholder so I can roughly tell where the iris is going to be, then the 2nd version is just a sphere with a slightly convexity where the Iris will be. For applying the colour, check out the FAQ in the description
what kind matcap did you use for the eyeball?
I used the toy plastic material
okay thank you so much mate.! awsome work by the way!!
Great scott! :D how did you master those pores??
ah i see....the description :D
OMG !!!
OH MAN THIS LOOKS INCREDIBLE!!! Here I was toying around with milkshape so I could make Ed Herris' mod for Fallout New Vegas. Could you, by any chance, share your model? It would mean so much to me...
Hey Adam, great work. I was wondering is that just a normal Clay Brush you're using to get those subtle delineations in secondary form in the face around 3:54? I've watched a couple of Frank Tzeng tutorials and he seems to be using Clay Brush for those sorts of details, so yea I just wanted to know if that's a normal Clay Brush or have you modified the imbed on the brush or blur on the alpha at all or something? You are getting nicer, softer transitions than I seem to get with it. Thanks.
Hi Kyle. Yeah I just use the clay brush, without any alphas and a lower z intensity, then just slowly build up the forms. Hope that helps.
@@afisher3d Thank you. One last question if you don't mind, at around 6 minutes for the eye and forehead wrinkles, which brushes and how many polygons are you sculpting the mesh at? Again, like with the Clay Brush you're just getting a softer more nuanced feel than I seem to be able to. I typically try to sculpt them at about 1 SubD less than my max for a head mesh like this so around 1-2 million polys with the Dam Standard at low Z Intensity and then either Clay Brush, Standard Brush with negative focal shift, Form Soft, or inflate brush to flesh out the skin between the wrinkles/furrows. I'm not getting a _bad_ result but your strokes seem to go more smoothly than mine so yea I was just wondering about that if you could help with that one more thing, thanks lol.
@@kyleg664 No worries. For wrinkles, I use either the dam_standard, dam_standard2 (for fine wrinkles) or falloff_sharp (archive.zbrushcentral.com/showthread.php?48121-Bryan-Silva-s-Brushes). I like using the standard brush with alpha01 on low intensity to build up the convex part of the skin folds. I actually use this alpha more than the standard without alpha as I prefer the feel of it. I don't worry too much about polycounts when I'm sculpting, its more a case of do I have enough to sculpt what I'm trying to sculpt, if not move up in subdivision. Hope that answers your questions.
Would you be able to help me?
I'm surprised you turned off symmetry so early on and didn't model all the details and then play with the asymmetry of the face. Nice job on the wrinkles and tie. Still wish zbrush was better at hair.
Thanks, yeah I find that I get a more natural result when I turn off symmetry early, especially with faces like this that are quite asymmetrical.
Доброго времени суток, подскажете пожалуйста. На канале ещё будут видео выходить?
Lastima el final.
5:51
goodgoodgoodgoodgoodgood
How did you quickly isolate one part of the mouth? Ie, hide the mesh all but the lower jaw.
I usually set up polygroups for different areas, like the eyes and mouth (upper and lower lips) and then I can quickly isolate those areas
Ahh I see! I'll be sure to play around with that. Thanks for the reply.
no colours anymore I want them to turn to black!!!!
well done :)!