Wednesday, January 2, 2013

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.

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