Thursday, 13 June 2013

Task Five - Production


This is my initial base mesh modeled in Maya, it is very blocky but is just being used a starting point to start sculpting on in ZBrush.

This is a rough anatomy sculpt I did in ZBrush to get an idea of the body shape and what the muscles will be like on the character, getting accurate proportions was vital in creating the character.

Here is a render of the body sculpt in Maya, just to demonstrate it from all angles.

Here is a rough head I sculpted in ZBrush without and details added, I was merely getting all the proportions and shaping correct. 

Here I added more minor details such as skin pores and eye brows.

Here I modeled out the base of the shoe in Maya, It took quite a while to find the correct shape and making sure that the topology flowed correctly.

Here is a picture of the shoe that was detailed in ZBrush using leather alphas and stitching brushes from online sources such as ZBrush central. 

This is the base mesh I used for the trousers of my character which was basically extruded from the base mesh of my character which then allowed me to take it into to ZBrush to sculpt on.

Here iare the sculpted trousers, the folds in the trousers were fairly trial and error to get right, but was pleased with the results in the end. I then added a few details like pickets and threads of the trousers.

The base mesh of the knee pad was create in Maya using basic box modeling techniques, it was then ready to be sculpted on.

Here I added minor details like scratches and dents on the knee pad like you would expect in real life, I tried to sculpt the materials as realistic as possible.

The belt base mesh was made simply in Maya using some tubes and cubes, it was smoothed out and make ready for detailing in ZBrush.

Here is the detailed version of the belt which is much better positioned for my character and matching my character concept. Furthermore I added a few details like a leather pattern to make it stand out. 

This is the base mesh of the shirt modeled in Maya then taken to ZBrush for further refinement. 

The sculpted shirt was fairly tricky because I had to sculpt around other objects such as the chest rig and scarf, but I was pleased with the final version. 

This is the basic chest rig modeled in Maya using common high poly modeling techniques. I ensure it was fit for detailing in ZBrush before exporting. This part took a lot reference from online images to get a chest rig that I liked and looked accurate.

I added a few simpler details in ZBrush like stitching and patterns you'd expect to see on a chest rig of this type.

The hood actually was all done in ZBrush making use of a feature called Dynamesh, this was used to get the initial proportions. From there I went on and sculpted in the folds using a more trial and error approach until the results were satisfying. 

This was a hand sculpted in ZBrush, initially I modeled it in Maya then sculpted on some anatomy onto it in ZBrush, I didn't go into too much detail for this part as it won't be so noticeable. 


This is the first final render of my character, currently it is without displacement maps which give it all the details, but I will go further ahead with the render and render it with displacement maps, I couldn't do this before because of time and resources. For the pose I took a picture of my dad to use as a reference image, this was very helpful as before I was struggling to find a pose for my character that I liked. The proportions were fairly accurate but could have done with some tweaking. 

The render tooks hours to complete but I would say the outcome was rewarding, after a quick touch up in Photoshop I printed it out and our local art supply. The print looked great on paper, but I still have the intention of rendering bigger with displacement maps as that was my initial plan. 

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