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Male Bust #1 - Page 1

 

30 April 2008

 
Something I started working on on Monday, mostly as a quick ZBrush doodle. But now I'm thinking of taking him a lot further by re-topologising him and texturing him up in ZBrush. Also I plan on keeping him high poly and doing a 'beauty' render in either Mental Ray or VRay.

I started out with a rough quad mesh as the base and built up the detail. I'll start adding in all sorts of fine porous detail soon.
 
 
I'll possibly mutate him a bit or something (not to sure which direction to take him). I started playing with a quick scar on the left side of his face, but that'll change - just a quick test.

One or two proportional things I want to fix, like the width of his nose and remove the obvious symmetry of the mesh, etc.

~G~

Click on the image below for a closer look...
 
Click for a closer look...
 
11 May 2008
 
An update...

He's kind of become your generic scar-over-eye guy. I might go further with this by polypainting in some colour - but I'll have to see as I didn't intend on spending too much time on him.

I widened his shoulders a bit and made a couple of adjustments to his skull... I'm generally happy with the overall anatomy, though there is still room for improvement...

Re-topologising and ProjectAll

I created a new mesh in Max with correct topology (unlike the base mesh that I started out with (see previous update)). I then used the ProjectAll function in ZBrush to project all the detail from the old sculpt onto the new mesh. After all that was sorted out I went on to add in all the porous detail and scars, etc. onto the new mesh. I also reposed him slightly to make things a bit more interesting.

~G~
 
 
Click on the images below for a closer look...
 
Click for a closer look...
 
Click for a closer look...
 
Click for a closer look...
 
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