Wednesday, 5 November 2014

Anthropomorphised sunken chest character: Maya hard surface modelling & Zbrush head sculpt

I began this project by creating a quick hard surface chest type shape in maya, to ensure that I began with a solid, blocked out looking mesh to begin work on. This being my first real experiment with Zbrush, I did not work towards any particular goal past it looking like it had been left underwater for a significant period of time. I worked around further adding bezel to the shape using the clay tube tool, and using the standard sculpt tool to add in detail to the eyes and bringing out the neck, which I left jagged to give the impression that it had been broken off something. The image below shows the smoother version, before I added the eye detail and also more of the rusted look.

 

 These two shots show the front and rear of the finish sculpt. You can see that the eye is incased in a flare, reminiscent of the images from Georges Mélies "A trip to the moon". I felt like the character would be somewhat sorrowful considering his predicament, so I sculpted the face and raised the eyebrows in a way that depicted a more downbeat feel for him.


 This more top side view shows more detail on the flare shell, as well as a look into the chests skull and brain cavity. I decided to only use red in a few select places on the model, to create a good sense of contrast between the more "unnatural" parts of the sculpt.



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