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My ZBrush Human Head

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Uploaded by on Oct 23, 2007

Just a project that I did for myself. I mostly used Alphas and Masking for this project. Because I built the base mesh in Maya.

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Entertainment

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Uploader Comments (ghost7)

  • good way to get the natural angle of an ear is that it usually follows the angle of the nose just a tip i got from life drawing

  • Thanks for the tip. I fixed his ears about 4 months ago. You can see my up to date version of the human head model in my "Character Demo Reel 09"

    thanks again

  • hey dude, your ear is at an odd angle. Using the right ear as an example, it needs to be rotated clockwise a little (and the left counterclockwise of course).

  • Thanks Dude

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All Comments (19)

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  • @ghost7

    indeed, I think maya is much better for building your base mesh for everything, because I think its much more of a precision instrument

  • You get the pucker marks for how your base geometry is. Simply one is if you have a triangle, that will give you a pucker mark when your have higher your poly mesh. ZBrush loves quads and hates tris lol.

  • np :)

  • hehehee ok ;) thank you very much i will try this out later thanks! 5/5 for the help and reply so quickly

  • It's easier to line up eyes in Max, Maya or what ever other 3D software you use. Than export it out as a obj. Than Append it in the subtool of your body model. I find it a pain in the ass to move 2 diffenet meshes together in ZBrush.

  • OK when you have your body select in the Tool tab right under it there should SubTool button you select that then in the Subtool menu there's a button called Append. When select that you should get the User 3D Meshes menu and choose the mesh you want to use.

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