So recently i’ve become slightly addicted to morphing Genesis in Zbrush. Up until now i’ve been mostly posting these over on Tumblr, but I figured I might as well show some of the stuff i’ve been doing here.
To start off, my first serious attempt at sculpting my own face morph. It wasn’t perfect by any means; I had to use an Evolution morph as well as one of Hitomi’s morphs to fix the eyes a little bit, but aside from that it turned out well. This was directly based off the Soldier from Team Fortress 2. Michael 5 was used as the base.
Next up is a character I sculpted for Michael 5 directly based off the artwork of Spookeedoo. I actually recorded the process of creating this morph and the very basic textures. You can watch that, including all of the newbie mistakes I made, right here:
And because I don’t want to get into trouble for multiple posting, i’m gonna condense the last two into one post. First up was a Barbie face morph I sculpted for the base Genesis. Her body started off as Hitomi’s and was subsequently morphed into oblivion using both the Evolution morphs and the Genesis Body Morph Resource Kit 1.
And lastly, my latest attempt at face sculpting, a BelBel inspired face for Hitomi! I did this mostly with Zigraphix in mind, as both me and her have been wanting a modern BelBel for a while. :D The first render has Raytrace bounces set to 1 (essentially turning on ambient occlusion), while the second render has raytrace bounces set to 0 (essentially turning off ambient occlusion, giving it a slightly more toony look). If somebody could make an eyeball morph that makes the iris horizontally smaller (similar to what SnowSultan’s Anime Eyes did with Aiko4), I would love them forever. :D
I might be able to do the iris morph you’re talking about—it’s a separate bit of mesh in the figure, as I found while tinkering around with Genesis morphs in Blacksmith3D.
Time to dig up that reference list of anime/manga style faces, I think! :D
It’s not perfect. The thing that makes it difficult is that objects appear considerably more “flat” in Zbrush, even with “Perspective” turned on. I wish there was some way to adjust the FOV in Zbrush to be similar to Daz’s.
You continue to be a master at making studio content that doesn’t look like studio content, that lets people take their work to a place where it won’t instantly be dismissed as “poser 3d” and not “real 3d”, that’s a special gift to give to people.
My attempt at recreating the character of Arcus from the erotic webcomic “Epic Loads”. The eyes were incredibly difficult to get right (especially rigging wise…). At one point I lost all my work and had to start again from scratch.
And to clarify, I don’t know what his skin/hair/eye colour is meant to be, as the comic is black and white. He uses Hiro5’s textures, the Genesis Eyebrows, and M5’s Elite Hair.
I really like seeing these cartoony faces, they’re so different and fun looking. Have you tried giving them expressions or would they be very distorted because of the heavy morphing?
I really like seeing these cartoony faces, they’re so different and fun looking. Have you tried giving them expressions or would they be very distorted because of the heavy morphing?
Great job!
The only major problems with expressions are the eyes, which require quite a few correction morphs, and I’m still learning how to make those properly. That’s why I’ve decided that my first character (which I can’t show here) will be free. Heck, I’ll probably release quite a few free ones before I feel confident enough to release one commercially.
Eyes are really one of the hardest things for me to get my head around to when making all the Bruno and other character morphs (still on break, my right shoulder is frozen so doing therapy and acupuncture to heal it up) but I found by masking the eye balls it keeps them in the right shape. Now I never thought of moving them using the tool you used to move them with in your video. What one is that anyways? I need to try that out. Looked allot more painless than all my attempts.
Eyes are really one of the hardest things for me to get my head around to when making all the Bruno and other character morphs (still on break, my right shoulder is frozen so doing therapy and acupuncture to heal it up) but I found by masking the eye balls it keeps them in the right shape. Now I never thought of moving them using the tool you used to move them with in your video. What one is that anyways? I need to try that out. Looked allot more painless than all my attempts.
That’s the transpose tool. Basically, you know where you click the “Edit” button before you start sculpting? Right next to that is Draw (the one you normally use), Move, Scale, and Rotate.
The thing is, when you go back into Daz and use the “Adjust Rigging to Shape” setting, it NEVER adjusts the eye bones perfectly. It’ll be close, but you nearly always have to make slight adjustments with the joint editor.
Now, with most of my headmorphs I could get away with not doing that (it was hard to notice), but with that last one I did (where he has really large eyeballs as well as really open eyes) the problems became much more noticeable. On top of that, he’s the only head morph i’ve done so far where i’ll have to make correction morphs for the “Top Eyelids Down” morph (again, due to the really exaggerated eye shape). It might’ve been better if I had started with Hiro5’s head rather than Michael 5’s, but hey, coulda woulda shoulda.