Tuesday, January 8, 2013
HellHog WIP 02
Just a quick update. I used the Transpose Master tool to mount the rider onto the bike, then modify his expression and added the tail, cigar, and some piercing rings. Transpose Master is a useful tool that allows me to pose all my subtools at once, but one problem that I encountered came with the difference in the face sizes of the subtools. For example, the zipper and jacket did not exactly match in the end because the zipper has small faces but the jacket has large faces. So for some parts I had to remodel to match them back up, I guess a lesson learned.
Next steps are to add further details, and wrap the fingers around the handles
Wednesday, January 2, 2013
HellHog WIP 01
This project was thought up to practice ZBrush modeling of different cloths, skin,and Hard surfaces. Also, to learn tools such as Shadowbox, Transpose master, and GoZ. During the Biketoberfest we have here in Florida, I doodled up a classic red demon depiction of this rider character on his bike.
I thought this would make for a very challenging but fun ZBrush project. So using the low poly mesh from my male anatomy project I became sculpting.
The Shadowbox tool was use to create small trinkets and pieces like his pitchfork zipperpulls. For the bike, I modeled the body in maya since it is amazing simple to create hard surface objects.
I then took it over to ZBrush to sculpt the intricate pieces of the bike.
The step is to use Transpose Master to pose the rider onto his bike. Then, I will sculpt the tail, fill his jacket with pins and patches, and texture him.
Male Anatomy
For my First Zbrush Project, I wanted to learn to sculpt a realistic human. I thought this was a good project because if I could figuring out how to spot and recreate bones and muscles in complex animals like humans then I should be able to sculpt any organism.
I started the figure using ZSpheres placed in front of an image plane of a photographed model. I converted the ZSpheres into an adaptive skin.
From there, I just continued to shape and divided the face and body. Once the sculpt was completed, I UV-ed the model and used the ZappLink tool to make texture map in Photoshop. The texture map was applied to a subsurface material in maya, and the turntable was lit and rendered.
Hair was created with the Zbrush tool FiberMesh. And to allow for quicker transfers and renders, the model's polycount was decreased using Decimation Master. And for fine details, a bump map was used.
What have I been up to?
It's been a while since my last update, but I've been up to quite a lot during the past ten weeks. Back in October, while applying for career opportunities I was working on my Jayden film. I had created a curve-based facial rig for my character and was ready to make a demo video to post, but before I could do that I was contacted for a job interview at a very impressive studio.
But at the interview it became clear that my lack of experience in ZBrush would become a hindrance. So since then, I have been working hard to learn ZBrush on my own and create some strong works that I could add to my portfolio.
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