• After the likeness was starting to achieve in both characters, ive started to concentrating on the clothing of the characters a bit more.

    Some of references from the movie were quite hard to work out. Analyzing the reference more clearly there were extra parts needed to made, such as the frog button on Ip man's shirt, and the detail on Ip man's slippers. The folds on Ip Man's trousers were quite plain, so I used external references to sculpt the folds a bit interesting to the eye. Combining with the references from the movie helped developing the looks of the clothing. With the shirt i used long sleeve reference to sculpt the fold, ive also made the pockets separately as well. 



    Fabric folds reference were looked to see what types of folds occurs on clothing, there were the websites i used.

    http://www.mightyartdemos.com/mightyartdemos-bradley.html 

    http://www.drawsh.com/search/label/Fabric 

    Claybuildup was used to build the forms, trimdynamic was used to give that nice clothing surface along with the smooth brush.



    A lot of progress was made in Twister since the last update.
    The torso from previous update was a bit too exaggerated, so I softened them up to make them a bit more appropriate. I have started to wok on the shorts now, the shorts were extracted from the initial base mesh, so the mesh still contained some uneven topology. To make the shorts to be sculpted more efficiently, I've imported the mesh into 3ds max to remodel the shorts for a better topology. 

    Before and after 

    Sculpting made from before was then reprojected onto the new topology. The waistband crease were done by a mask by alpha technique. First two alpha maps were made from zbrush, then the short were unwrapped to allow the mesh to be masked, the alpha maps made zbrush are then tiled within photoshop and exported out as a new alpha map. The new alpha was imported into the alpha map slot, and mask by alpha was selected. The creases on the alpha are then masked according to the alpha on the uv map. Claybuildup was then used to quickly build up the surface and softened up by smooth.



    After creating the shorts, I started to make progress on the boxing glove. Same as before, since the initial block out was taken from the base mesh, the hands were then imported into 3ds max to remodel into the shape of a boxing glove with better topology. The glove was then imported back into zbrush, and i used s mixture of claybuildup and move brush to push the mesh to make the form better. The glove was divided into polygroups afterwards for better control on sculpting. The laces were made with the same method as the shoe laces of using zpsheres.



    Upon almost reaching the deadline, Twister's face was still not worked on. So efforts were made to achieve the likeness as soon as possible. The mistakes made on Ip Man's face occurred again, proportions were not checked often. But after realizing they were checked regularly when a period of time of sculpting was done. Upon reading some forums, sculpting the eyes closed prevents the artist from getting distracted by them when sculpting. So I applied this technique into the process. Surprisingly it worked.I was getting less distracted by the eyes and was able to concentrate of the form and anatomy better. The camera locking method was not usable as there wasn't any references that has a front or side angle. But regularly checking the reference and proportions, likeness has started to achieve. I also sculpted the hair as suggested by colleagues that without the hair, it was a bit difficult to tell the comparisons. 


      

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