Wednesday, 16 April 2014

Female Sculpt

After doing the male sculpt and a few other tasks i really wanted to have a go at the female sculpt to see if i could achieve a good basic sculpt with all the initial shapes applied to the form. I firstly looked at my references and positioned the female Zbrush mannequin in to a similar pose, ready for me to sculpt on.

Reference Pose

With the pose all sorted I applied a skin to the mesh and made it a dynamic mesh. After doing this i smoothed out all the joints and harsh edges which didn't need to be there. I then moved on to building up the initial form and larger shapes with the Clay Buildup brush.

Initial Form

With the base form in place i went and referred to my image references and using a the Move Topology brush i placed and adjusted the form to match the references. I added in some line detail and focused on getting the basic shapes in there to make it look believable. I didn't spend as much time as a i would of liked to on this sculpt because of time constraints but i just wanted to have a go with the female form and see where the human anatomy changes from male to female.

Female Sculpt
   


Tuesday, 15 April 2014

Final Human Anatomy Sculpt with Feet

Final Human Anatomy Sculpt 
I must add that when attaching the hands to the body sculpt I did the repotologised the mesh and added the lower subdivisions back in to the final mesh but I forgot to do this when attaching the head. I think this was part of the reason why i struggled to get the form right when sculpting the feet as i couldn't use the lower subdivisions to create a the basic shapes.

Human Anatomy Feet

I discovered i needed to sculpt in a bit of detail on the feet of the mesh. I actually found this part really hard and to be able to get an alright shape for the toes i had to use a range of brushes and slowly build up the form. I'm not completely happy with the results because on the front profile view it doesn't look correct but on a few other different profiles i thought they looked good. I looked online for some image references to base my sculpt on and give me a general idea of the shapes of the foot. Here is my final result of the foot for the human anatomy sculpt.

Foot Sculpt


Monday, 14 April 2014

Alpha Brush & Surface Damage

After looking at some Celtic pattern designs for inspiration I started making a pattern of my own using some of the basic vector shapes and a center piece image from the internet. Once I'd built up my image i saved and went in to Zbrush.

Photoshop Pattern 


Once in Zbrush i created a basic cube and imported in my alpha design. I then applied the alpha to the cube surface.


Alpha Design in Zbrush

Using the Dam Standard brush i added some small surface scratches to the mesh. I tried to apply the scratches only to the raised areas of the model.

Surface Scratches

With some of the smaller detail in place i went back around the edges of the mesh where the model would pick up most of its damage from being moved/ dropped around.

Edge Damage


After adding in some of the edge detail i thought the mesh needed some more major damage to it. So I went back in with the Dam Standard brush and added some larger cracks and damage detail.

Lager Crack Detail

Next I painted in a mask around the indented areas of the mesh and started to added a bit of colour detail. I tried to get a slightly gold effect from it.

Masked Areas Of The Mesh

After adding in the colour detail i used some of the rendering techniques i had learnt before with the human anatomy sculpt.

Rendering Techniques & Overlays 

Final Outcome 






ZSphere Creature

With the human anatomy complete I moved on to the next task to have a go at a few more techniques and tools of Zbrush. I looked at the Zsphere tool and started to have a go with that. I got a quick concept resource from the internet and started designing the base shape from that image.

Creature Concept


Stage 1 Of Design Process using Zsphere

Stage 2 Of Design Process using Zsphere

Stage 3 Of Design Process using Zsphere

Stage 4 Of Design Process using Zsphere

After creating the basic skeleton for the creature based off the concept above. The next stage was to use Zsketch to block in some muscles of the beast, but i would just prefer to use the 'Clay Buildup' brush thats in the usual brush pallet. 

I went to create an adaptive skin for the mesh but when this was applied the whole mesh would turn white and have no material on it.

Error Occurred

I've had this error before but can never remember how to fix it and i can't find any helpful resources online. I tried Exporting the mesh , saving it as a tool and re-drawing it but nothing worked. 

I went back and re-did the creature skeleton again with Zsphere and that seemed to be fine this time around.

After the base was in place and complete and added the adaptive skin and made it a polymesh.

Poly mesh Of Creature 

Taking my lecturers advice i looked at animals of a similar structure, to see how their muscles were formed around the skeleton and in which areas they are largest. 

This helped but i couldn't get my mesh to look any good. I kept going over it and I still couldn't get the correct muscle definition or proportions correct. This was the outcome of my creature.

Creature Outcome

I'm not completely happy with my sculpt but i'm not sure which direction to head in to to start to make it look better. I tried to focus on doing some more detail in the feet but the polys messed up every time I tries to create the basic shape for it.











Sunday, 13 April 2014

Final Human Anatomy Sculpt Render

Using all this techniques over the past few weeks has taught be a lot and i think i've come quite a long way since the first week of using Zbrush.

Final Human Anatomy Sculpt Render 

Attaching the Head & Renders

With the hands complete i went and used the same process and attached my head sculpt to the body. After smoothing out the seam and adjusting some little parts i looked at the latest resource presentation on renders and achieving good results in that area using Zbrush. Having a high quality render with a normal light postion and another highlighting the edges of muscles i could then overlay this using different techniques to achieve a must better final render of my final sculpt.

Render Overlay Technique

Retopology and Projection

After completing the re-attachment of the hands it meant i had lost all my sub divides. This is why i still have my duplicates of the separate body and hands. I'm now going to add these stages of detail from the original versions to the new combined version.

Re-applying the layers of subdivision 

Human Anatomy Sculpt with Hand Attached

After attaching the one hand i re-mirrored  the mesh so that both hands would have the detailed version applied to the model. This is what it looked like after this process was complete.

Anatomy with hand attached

Attaching the Detailed Hand Sculpt

Now that I've completed the body, hand and head sculpts i want to attach them all together to create one complete sculpt. Using the resources provided i followed them through step by step to hopefully achieve a great finished product. At this stage i'm trying to align up the hand so that i can remove the old one and combine the two sub tools together to create one. Once i did that i hit dynamesh so i could sculpt across both surfaces and fix the joint seam.

Aligning the new hand up

Masking and removing old hand




Friday, 11 April 2014

Final Head Sculpt

After adding some more detail to the skin by using the skin alpha in areas of the face, i just went back through it all and this is now my final head sculpt.


Details and Smoothing

With most of the form added i looked back at the references and started making the sculpt less rough and added in some wrinkles/detail around the eyes.


Sculpting the ear

Looking at the ear on my references it looked quite complicated and i wasn't sure where to begin but the power point resources helped me a lot when this was broken down in to sections. This was my outcome for the ears of the head.


Adding Form

With a bit of a base down i looked back at my reference images and started to add more form to those certain areas of the head.


Wednesday, 9 April 2014

Start Of The Head Sculpt

Today i started to sculpt the head of the human figure. I followed through the resources given to me so i turned off the smoothing for the first couple of sub divides to keep some of the block form that's there on the original. I next just added small bits of form around the facial features based on my reference images.

Start Of The Head Sculpt

Nails, extra detail and realism

At this stage I got some feedback on my hand sculpt so far which was very helpful. I next went back and using the move topology brush i adjust the position of the knuckles on the mesh which were originally to high up the fingers in some places. After that was complete i cut in to the finger to create the finger nails which were harder to do than i first thought. I also adapted the shape of the fingers a bit more to make them more realistic. I also added some skin detail to the surface of the hand mesh. This was achieved with an alpha on the brush.

Finger Nail

Final Hand Sculpt

Creases and forms

Next i went through the sculpt so far and added in extra details such as the creases for the sections where the finger bends and muscle/fat deposit areas. I then made these areas less rough/rigid.

Creases and forms

Rounding Out Basic Shapes and Form

After blocking in the basic shapes of the hand muscles and fat deposits, I went back and tried to get the natural shape of the human fingers there. I noticed that in some areas the fingers are flatter than other areas. So trying to get those areas look organic were a bit hard sometimes but this is my current stage of sculpting the hands.

Rounding Out the shapes of the hands

Blocking Out Shapes

After sorting the polygroups and things out i started to block out the shapes of muscles and fat deposits of the hand.

Basic Shapes Of The Hands

Polygroups

There's a really handy technique/process in Zbrush, where you can create polygroups of different sections of your mesh and then be able to either hide of just select that area of the mesh. This allows you to focus on this one area without other things getting in the way.

Polygroups

Start Of the Hand Sculpt

Moving on to the next stage i started with the hands to go with the human body figure. I firstly Adjusted the length of the fingers after looking at some reference images and also my own hands. I then creased the edge of the mesh where the wrist is so that it doesn't smooth when going up sub division levels. I also turned off the smoothing groups for the first couple of sub divisions as i still want the mesh to have some blocky form to it.

Start Of the Hand Sculpt

Final Human Figure Sculpt for the Body

I went back and smoothed the muscles a bit but only a little bit and then added some more detail around the rib cage. This is what my final sculpt for the body looks like.

Final Body Sculpt

After Feedback

I wasn't too sure what i needed to do next so i got some feedback from my lecturer and after him looking at it and helping me out a bit he said to add a bit more form to bring out the muscles a bit more. This is what it currently looks like at the moment.

 
Muscle Definition 

Full Body After Muscle Refinement

This is the current stage I'm at with my human figure sculpt. I think it's looking alright but some stuff looks a bit washed out. With this sculpt i wouldn't my figure to show muscle definition but not to an extreme level so I've tried to give the effect that the skin is overlaid on top of the muscles.

Full Body After Muscle Refinement


Muscle Refinement

After cutting back into the mesh with the dam standard brush i added a bit more form to the mesh and smoothed out the muscles a bit to get rid of some of the harsher lines that i's made.

Upper Body Muscle Refinement 

I found the muscles of the legs a lot harder to sculpt in. I just couldn't get them to look completely right. It just looks like something's not been done correctly.

Lower Body Muscle Refinement

Muscle Definition

After adding in the form of the muscles for all the mesh i went back to through the whole mesh and using the dam standard brush i started cutting in where muscle edges are to define them.

Upper Body Definition 

Lower Body Definition


Full Body Base Sculpt

This is what my human figure sculpt currently looks like without the ecorche on at this moment in time.

Full Body Base Sculpt





Leg Basic Form

Once again, I've just been building the form up of the mesh up. This is what the legs currently look like with most of the basic shapes being introduced to them.

Leg Basic Form

Torso & Arms Form Blockout

I've carried on blocking out the form of all the muscles on the upper body just trying to get a basic shape for them. I can see why spending a bit of time on the ecorche helps to get the base of a sculpt down.


Torso & Arms Form Blockout

Chest Sculpture Start

I've started adding some form to the front of the torso at a low sub division to block out the muscle groups.

Front Torso Form Blockout