3D Digital Sculpture
Wednesday, 12 March 2014
Anatomy Study Final
After I was finished with sculpting the head and defining the shape and forms of the face, I used the same technique to attach the head to the torso as I use for the hand sculpt. A few alterations had to be made after that, but overall, I was finished with sculpting the male anatomy. you can see from the images and video below.
Monday, 10 March 2014
Head Sculpt
After the sculpting of the torso was finished, I moved on to the head. With sculpting the head I wasn't looking a lot at muscle definition but more about the volume and overall shape of the head. We had reference images supplied to use when it came time to sculpt details to the face, but I decided to source my own reference images just so I could do something different to everybody else. Here are some images and video of overall process of sculpting the head.
Friday, 7 March 2014
Hands & Details
When I was finished with sculpting the anatomy of the body it came time to work on the hands. The hand was a separate mesh on which I had to work and add some fine details and later on import it with the rest of the body and merge them.
The base mesh was a very block- out of the hand in which it had a more rectangular shape. I subdivided the mesh 3 times with smooth tuned- off and of that I switched it back on and subdivided 4 more time, I did that so I could keep the block- out shape of the fingers. After this I just started working about with the ClayBuildup, DamStandard, Standard, Move Topology, ClayTube brush to make the fingers the correct size and to sculpt all the fine detail of the hand. On the images bellow you can see the final sculpt I had for the hands.
The base mesh was a very block- out of the hand in which it had a more rectangular shape. I subdivided the mesh 3 times with smooth tuned- off and of that I switched it back on and subdivided 4 more time, I did that so I could keep the block- out shape of the fingers. After this I just started working about with the ClayBuildup, DamStandard, Standard, Move Topology, ClayTube brush to make the fingers the correct size and to sculpt all the fine detail of the hand. On the images bellow you can see the final sculpt I had for the hands.
Retopologize & Final Changes
After the I finished sculpting the hand it was time to attach it to the main body and after that retopologize the mesh. I did this by using DynaMesh, ClayBuildup, DamStandard and ClayTubes brushes, as well as the move, scale and rotate tools to adjust the hand. You can see the hole process in the video below.
After I positioned the hand, made the changes that were needed and mirrored it across it was time to add some detail to the body and fix some issues I found with the anatomy, which was mainly to do with adding a little bit more volume and adjusting the shape and size of some of the muscles. The process can be seen in the video bellow.
Saturday, 15 February 2014
Human Anatomy
For the last 2 weeks I have been learning and working on human anatomy studies. Our task was to sculpt the anatomy of a male character to a level that is correct and there are no anatomy problems.
The first past of the body we started from was the torso, as it is the largest part of the human body. First I started off be creating an ecorche sketch just so I could have a visual where the muscles are positioned. After that was done I started building up and defining the shape of the muscles by using various brushes. You can see the process and the result I had in the video below.
After I was finished with the torso, I move on to the arms, which was pretty straight forward, but while working on the arms I had to create a polygroup for the arms. Here are some images of the final result.
When I was finished with the arms, I move on to work on the legs, which was easier, because the legs have similar muscles to the arms, but they are much bigger, because of all the weight they have to carry. Here is another video showing I went about the process of sculpting the legs.
Wednesday, 29 January 2014
Character Head
For this project I had to create a sculpt of a head, which I based on a character concept I had done before. I started by creating a sphere and made it in to a Dynamesh. After that I used some of the tools, like:
- Move Brush
- Standart Brush
- Fracture Brush
- Noise Brush
- Dam Standart Brush
- Clay Buildup Brush
- Transform Move
- Subtools
By using all the brushes I was able to create the head of the character. When it came to using the subtools I decided to create the hear using ZSphere. After I had created the hear out of ZSpheres, I used the Adaptive Skin, so I could create a 3D mesh form the ZSpheres. Then I increased the subdivisions of the hear mesh and by using the Dam Standart and Clay Buildup brushes I sculpted the details of the hear.

After that I polypainted the mesh. I was looking at a more natural look to it as it's at creature that lives in the forest and the way it has adapted to the terrain is that his skin colour acts as a natural camouflage, so it could blend with the environment around it.
After I was finished with the polypainting, I started looking at some lighting effects. I started by adding some lights in the scene, but I didn't like the result I was getting, so I looked at some other settings and tools for lighting.
This was a much better result and I was close to what I was looking for. I achieved this by using the LightCap Tool under the Light Menu. I added 3 different light to make it look more interesting and by using the great range of settings. The final result you can see on the image below.
Subscribe to:
Posts (Atom)






























