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.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqoBuxbte6dZyZd9eiCWElbiuWEVQXjBtEADj4owB-6KeS5cp0HnUOB9aN7yY-jBcNQ5VTS_5-GhXnD_9ldDWE594ZJlOXETWI0HwWWMUUSaxjPvW_LBLzfv_7Exc829b8XHyvWn-1fVY/s200/full_progress_large.jpg)
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.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7Ry2Q6rHRfPezVDIy03UlrmkyYrUqvOF9NHCw8xrcy9L5mK3warjwcjTDY5T9l1jaTHbyhnf4uHESkviT9w4I7LU8fyqomZSf3alEXutns8ZokFOHB57o8iIaekk700tGpkip45sgZ18/s200/closeup_progress_large.jpg)
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.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgS7my4JEYjOZD72fnx1Ij_gLe3Z-Q3pgaJE6I8x03lKn-5Ks4WsZiIL-KroZ5YgoRat8HupZYbS5tXh-amokzTL-KmnjfHWgEnNm6Ta8_llUb0Q9ic_jv6M1mXLh1O4naL0S8DkGAC2I/s320/rudy_close_abridge.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDefPorsTQelaoGVrvt_-KIhTeUkzV4lXxkfc1ka7Xuzcyo1vO-7BmBQRvLQ9mNl5DznFiCCEbj9gTc6XRp_YmlVs860BY0urVOdJQUiZG-HyeIUW_NfesF0N1-urQdlU68QSb0PJ3naw/s320/rudy_full_abridge.jpg)
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.
No comments:
Post a Comment