• Both characters has pretty much been completed in modelling wise, the only remain thing to was add remaining surface details to polish as much as possible and render them out.

    For Ip Man, the remaining things to was to refine his hair. Dynamesh was turned off as the it smooths the mesh out every time new extra polygons were made. So i subdivided it the dynameshed hair for denser polygons. Claybuildup was still used to reedit the strands it need to, damstandard was used for sharpening the edges of the strands, and carving into the sculpt to separate the strands. Trimdynamic and smooth were then used for clean the surface of the strands. After the hair was refined, extra skin pores and wrinkles were added onto the hands and face.

    process of creating hair




    The last thing to do was add weave detail to Ip Man's clothes. It may had seem point less as the details were so small to look, but it was done nonetheless. Since these details need a lot of polygons to project details that are so small, the were sent back to 3ds max and a turbosmooth modifier was applied, what this has done was it made the polygons doubled on the first subdivision, effectively doubling the poly count when imported back into zbrush. The shirt was then unwrapped, so a noise modifier can be applied in zbrush. Using a weave alpha the  details are applied according to the alpha, with size and strength to adjust. The same process was also applied to the shoes and trousers.
    The modelling phase has now completed.


    With Twister, the same process was done like Ip Man. Skin pore and wrinkles details were applied through layers. The boxing glove had extra creases and folds, as well a leather texture detail added to it. The shoes also the leather alpha for details, also with some stitch details applied on to it too. The hair was polished the same way as Ip Man's hair.


    Now that all of the sculpting id done, the characters needed to pose for render. Within zbrush i used Transpose master to rig the characters. Tranpose master works by using zpshere to construct a skeleton for the mesh to pose. After it has been created, the skeleton binds to the mesh, and by moving the zpshere the mesh moves with them. I added extra zpsheres on the joint of the body to portray how humans move. I also added some on the eyes and face area, so that when the body move, it holds the form as it may deform due to zpsheres may not skin the area properly. 



    One neutral pose and fighting stance were posed for both characters. With the fighting pose i choose to pose them in their respective martial arts. With the neutral stance I posed Twister with his chest to portray the arrogant cocky personality he has in the movie. With Ip Man, since his neutral pose were quite normal in the movie, i made his stance a little more interesting by combining a kung fu pose from the matrix, so one hand is behind his back and one up front. This pose kinda gives him a aura of a martial art master.
    A plinth was also made for rendering purposes, so the character looks like he's standing on something and not in mid-air.

    With the posing done, I used vray to render my characters. Unfortunately the results werent as great as what i did on the tutorial before hand. Maybe partly due to the insufficient texture, which caused the whole render of the character to look bland, the details also looked blurry and washed out. So other methods were sought out to render, i tried keyshot afterwards. Keyshot is a photorealistic render engine so i put a character in there and done some test. The test produced better results than vray in my opinion, the contrast helped breaking the character away from the background and helped highlighting the form of the character. I felt that the shadows were too strong as there were a lot of shadows on Ip man's face. Ultimately zbrush best preview render was used for render, as i have previously used it before. 

    vray render

    keyshot render

    The lights were done in a similar fashion of a studio photography set up. A main keylight was added at the front with a strong intensity, a rim light was added at the back for lighting up the shadows on the back. Lights were moved about for each character so that they don't have a similar lighting position. Several render were made in Zbrush to be composited in photoshop, as quick adjustments can be made quickly without rendering again. With the main render, the rim and key light were render separately, Zbrush also renders a ambient occlusion and shadow map, as a depth map for a field of depth effect. For the compilation scene a boxing ring was quickly constructed in 3ds max, so it adds a little something in the background. 

    photoshop composite process

    I also rendered some turntables within zbrush to add to the finial product, showcase the character in a full turnaround. The project has pretty much complete now, ive rendered out some images of the characters in their poses, a compilation image of both characters, a set of images of the characters assets and 2 turntables of the characters. 



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