![]() ![]() Once I was content with the sculpt, the model was taken back into Maya to be UV-mapped. These sculptures break down the head into simple planes, which I find is a great way to create the initial blocking-out of the head. The head was sculpted in ZBrush by building up the planes of the face using the John Asaro’s heads as a reference. I have been building my understanding of the forms of the face prior to this project through various digital painted studies. A solid understanding of facial anatomy is essential when sculpting a realistic face. This base was then imported into ZBrush for sculpting. The base mesh was modeled in Maya, I made sure to include topology for sculpting with clear edge-loops around the main features of the face. I decided on the actress, Gemma Arterton as my main reference point as well as pictures of other female celebrities, portraits, and hairstyles to guide me along the process. To get photorealistic results you have to rely on photographs/references: This is the process of my latest project entitled, ‘Making a Digital Face’ in which the goal was to create a photorealistic 3D bust of a female hero character.
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