Friday, 12 December 2014
Weapon
Machete sword!
Through the development of creating my character, I began to build personality through creating and thinking about how he and his armour should look, how his items and clothing suites in his own environment. I decided he needed a machete type weapon to cut down thick foliage in the jungle and to protect himself against wild beasts. I created the base mesh in max and thrown it in Zbrush to beat up!
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Material Study - Front & Side |
Duel wield! (haha)
I am still yet to pose this character until I properly retopo all the individual meshes as it would be very difficult to move each and individual object at the amount of polygon it has (21 million!). When submissions are finished I will properly render him with a striking pose with an environment piece.
Alpha Mask Technique
When sculpting in many details in can become tedious at times as replicating every scratch from a metal by hand would be very tiresome. Using alphas helps you speed up this process by adding black and white masks to your objects which you then trace in or deflate (many other methods) , depending on the situation.
Armour
Here is the final result of the amour. Once I had added the Celtic details, using a custom made alpha that i extracted from photo reference which needed alot of refinement! I moved on to detailing the objects with scuffs and bumps to simulate metal damage. Using a combination of alphas and brushes, I accomplished these results :
Hair
Hair was a difficult topic to deal with as it can be quite a hassle to deal with in 3D as there are many different ways of going about it. At first I decided to just sculpt it directly on the mesh to see different variations an concepts. At first he was going to be bold, but I felt he needed something on his head to keep him warm in the cold conditions of the jungle. I played with a bun and beard combination but didn't feel like it suited the Celtic theme.
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Beard and Bun Concept |
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Full figure with style. Added sticks to support his bun. |
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Blocked in the beard and the beginning of fibermesh |
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Final result |
I began trying out a new tool in Zbrush called "Fibermesh" which allowed me to easily create strands to manipulate and cut it like real hair. I really enjoyed properly learning this process as you really do have to act like a hairdresser haha. Further on in the pipeline will allow me to export these fibers for more use. When I added the mow-hawk it really gave him personality. ( In a badass way)
Face
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Beginning of the sculpt pulled the neck out and began to sculpt out the basic landmarks. Nose, Jaw, Forehead |
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Block in major shapes using the Clay Build-up brush. |
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Using the smooth tool with the trim dynamic brush to create facial planes. |
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Adding subdivisions, pushing, pulling and sculpting carefully at this stage |
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Insertion of the eyes. |
Side view of early finalizing. |
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Blocked in a rough version of his beard, |
Here is the final result of his face. The earlier versions of his scar were far to exaggerated as scars aren't usually as deep. His nose is a little smaller now as I thought previous version were far to big. I didn't want to go for an over stylized face. I wanted to keep him believable enough to be a character that would fitting in a realistic setting in his time. Im very happy with the results. When I texture him next semester I will add skin pores and much finer details.
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