• It has been a while since I have updated my progress, it has been busy due to my other modules.

    Nevertheless, here is my progress so far:



    At this point of the modelling stage, I found myself struggling to sculpt the face, reason being is that I lack the understanding of the form, shape and the anatomy of the face. 

    So to understand it more, I started to sculpt a skull as it defines the face with it's features. The only problem with that is that everyone's skull is different, so at best I can use this as a landmark for the features of the face when sculpting. 

    With the skull in place as a base, I then used a sphere and start moving it around to form the shape of the head, with the skull underneath. From this point I started to look at references of the anatomy of the face, with done some anatomy analysis of a few shots, and started to sculpt and layer the muscles of the faces. 
    creating the form of the head with the skull underneath


    Side moodboard with some analysis example

    Front moodboard example


    Because of the amount of references I have for the character, I find myself scrolling though the mass amount of references to find a few images I need to sculpt my character. I then condensed my research into 1 or 2 mood boards, with each mood board referencing at certain angles. As some of my references look the same at certain angles, some of them are captured in different lighting, this gives the references a bit more accurate to look at. 


    With the creation of the clothes and other body features, I used a base mesh as my base to extract the shape of the clothes and features. This has reduced my time to create the clothes than from scratch. With this method i quickly created the shirt, trousers, hands, socks and the shoes.  






  • This week i haven't sculpted more on my character, but I have been researching and testing on using the Vray render engine. I was following a tutorial on using the free Infinite Lee Perry-Smith head from infinite-realities, it includes the ztool for the head, which contain all the subdivisions, you could render extra map or make your own textures on it. It also contained a normal map, displacement map and a overall colour map, as well as an .obj of the model.

    Following the tutorial i produced these images.

    Displacement map off

    Displacement map on




    As you can see the image with the displacement map has the model look puffier, especially it's more noticeable on the ears. Out of the two this image took approximately 3 hours to render, where as the one without displacement took 15 minutes. Looking at both results they look more or less the same, but from my limited knowledge of displacement maps, the displacement map should add in extra details to the face, ie skin pores and wrinkles to the face, but instead it has increased the scale of the model. Even though the model itself is about 8000+ tris, there should be suffice geometry to make the displacement maps work, even the geometry on the ears were quite dense.

    I think further research into displacement might be needed to achieve or even a better result than my test. Things that I learned from using vray, if im correct, that the fastSSS shader can produce quicker and use Global Illumination to render than Mental Ray. Use can also use just an overall colour map only to produce a lot maps for the shader slots within the shader, with the use colour correction. Of course normal map and displacement is needed to achieve a depth of realism. HDRI maps are also important as they mimic a real life environment when rendering.

    Until the final stage, this is limited knowledge of Vray.
  • These couple of days, i've been juggling a few pieces of uni work, and haven't really started to tackle the actual project.

    But the week before i had complete gather my references for my characters from watching the movie, by print screen a lot to gather as much reference of the characters face in different angles, as well as the clothes and body shape. 

    From looking at these reference i am able to look at the characters from all different angles, to get an accurate face sculpt as well as the style of cloths and poses.

    Following the research I have attempted to start sculpting the characters's faces, bu because I lack the understanding of the planes, my sculpt was inaccurate and lack realism. So to further up my understanding I have looked at video on traditional sculpting, and look at head planes references.

    Phillip Faraut sculpter
    http://www.youtube.com/watch?v=eY5pCPzzXwM

    Head plane reference
    http://loveandhotsauce.net/HD1080/johnasaro-planesofthehead.jpg
    http://vertexbee.com/wp-content/uploads/blogpics/HeadPlanesStudy.jpg
    http://www.enliighten.com/guts/reference/asaro_head_ref.jpg
    http://s.cghub.com/files/Image/252001-253000/252525/098_max.jpg

    In doing so I did my own sculpt to help boosting my confidence in placing land marks and forms of the face.


    Te next step would be for me is to find a few images of the characters and break down the planes to construct their faces. 

  • Hi there all,

    Currently i'm in my final year in my degree, for my final year project i am doing two characters from a martial art movie that i like called Ip Man 2.

    The characters that i am going to sculpt are the main character called Ip Man, and the english boxer called Twister.




    Each of these two characters tackles different aspect of sculpting. The focus on Ip Man sculpt will be mainly on his clothing, as it pretty much covers up the entire body. Whereas Twister focuses on a lot of human anatomy, as he wears minimum clothing and exposes a lot of muscles. Tackling this project, i hope to achieve a good understand of sculpting drapery and anatomy.

    As well as the sculpt, i hope to achieve a good level of skill in texturing and rendering. Both of these elements are important to achieve a good piece of art work.

    Each week i will try and update as much as possible, with as much detail about the process of tackling this project.


  • rpg render-w210-h160






    A RPG tutorial that i followed on cgtuts, given the fact it was created straight to high poly, i cannot even think about unwrapping and texturing! But i may do that later on.....
    But i rendered the model in MentalRay for a beauty shot, very basic render so I guess i need to experiment more in rendering techniques.
  • bust render 2-w210-h160

    Hmm yes it has been a while since I posted, admittedly I had been lazy and busy at the same time, although they are the opposite of things.

    Right I've spent a few hours on a bust, still a bit rusty on things, and there definite problems on it but as I said still getting into gear of things.
    Although I've finally had a chance to play with Vray, which in my opinion is a very nice render. So gonna have to use and experiment that more often.


  • been playing around with zbrush and let my creativity go loose a bit from uni work




Powered by Blogger.