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3D Modelling, Animation and Sculpting

09-Feb Let’s continue sculpting! Part 1/2

Now that I’ve warmed up, lets try something harder.

The subject of the day is:

Model A Female Character!

Snooping around ZBrush central I found an interesting post by Eldrice Waliyar on modelling his Miranda Lawson. It’s always fun to learn how people goes around modelling their stuff. As I have already started modelling this female model when I found this post, I’ll try out the stuff I learnt from his post in my next model.

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STAGE ONE | The Base Mesh Sculpting
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Quickly grabbed a free human base mesh from Gnomon website (link can be found at the bottom of this post) and starts deforming it using Inflat and Move tool.

Human base mesh by Alex Alvarez

Pretty soon after that, I’m already into refining the shape of the head. And while I’m at it, I discovered how to append a subtool to the main tool (Yay! Pretty excited about that).

Refining the head

USEFUL LINKS :

Human Base Mesh by Alex ALvarez

Miranda Lawson Mass Effect 2 – Edrice Waliyar – ZBrushCentral post by Eldrice on modelling his own Miranda Lawson

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08-Feb Let’s Get Started (Again) 2/2

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STAGE THREE | Texturing
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Now its time to polypaint it!. This time, instead of using the texture to define wrinkles etc, I’m using the texture only for the basic skin material. I’ve already defined the wrinkles using the Alpha brushes during sculpting. Using some skin textures, I painted in the blemishes etc using the DragRect stroke.

SuperAverageMan-Color

Colouring the AverageMan

And the end result is pretty satisfactory.

SuperAverageMan-Front

SuperAverageMan-Back

SuperAverageMan-Back

Testing out some of the rendering options in ZBrush. For the render below, I doubled the document size then resized it. Results are okay, still playing around with the settings.

SuperAverageMan-3quarter

Testing rendering of the man in Zbrush

P.s. : There are no eyeballs for this model because at the moment of sculpting I still haven’t learn how to add subtools yet.

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07-Feb Let’s Get Started (Again)

Okay, now that I’ve settled down in Melbourne, lets get started again! I’m going to start by sculpting something simple to warm up.

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STAGE ONE | The Base Mesh Sculpting
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No building a base mesh from ground up here. Took the SuperAverageMan subtool in ZBrush and start morphing him!

SuperAverageMan

Morphing SuperAverageMan

Not much planning here, just trying to take the default model and turn it into something else. Playing around, mainly, with Move and Inflat brush (as I learnt in The Making of No More Wine by Simon Blanc). Using the Damien Standard brush to carve out the wrinkles. Standard brush for the veins. Move tool to make big changes to the model. And Inflat brush to bring out the form of the head.

SuperAverageMan-RapidAging

Aging the AverageMan

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STAGE TWO |  Fine Details
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Once I’m satisfied with the head, I added alphas to the head with the leather alphas I downloaded from the previous model.

Recapping my previous attempt at ZBrush, the end results looks flat and lacks details. So this time, I purposely sculpt only the head and concentrate on having a consistent subdivisions. Instead of using textures to bring out the character, this time, I’m adding more details using the Alpha brushes.

SuperAverageMan-Bump

Adding more details

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