Author: liam
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ZBrush Character Modelling Part III: Skull Meshing
Before I begin to properly sculpt the details in. I got to show how an image of a skull can really help define the areas of the face such as the nose and mouth. It also defines the general shape of the male head. I also included an image of a male skull seen from…
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ZBrush Character Modelling Part IV: Facial Features & Hair
It was time for me to add the facial features to the character. I’ve used some reference images to guide me into making each aspect of the face, starting with the general head shape. I can choose from a variety of different face shapes, but I have chosen to settle on a round face shape…
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ZBrush Character Modelling Part V: Other Details (Hair, Hands, Accessories etc.)
It was time for me to add some detailing to the hands using some reference images to get an idea of what they look like. The first thing I had to do was sculpt the shape of the hand before dynameshing it to add detail, including the fingers, palms and back hands. I had to…
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ZBrush Character Modelling References:
A Goofy Movie (1995) Directed by Kevin Lima. Walt Disney Pictures. A Fish Tale (2000) Directed by Stefan Fjeldmark, Greg Manwaring & Michael Donovan. A. Film Production. Alvinnn!!! and the Chipmunks (2015) Directed by Janice Karman [TV Programme] Nickelodeon. 10 October. Amazon.com, Inc. (2022) Handmade Barrister Wig & Handmade Lawyer Wig with Blonde Color, Synthetic…
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Hard Surface Modelling
This week was slightly different to building upon our final character in ZBrush in that we basically learnt how to apply some hard surface modelling techniques for when we want to add some additional accessories onto our character, like an item for them to carry around for example. I basically modelled a quick robot that…
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ZRemesher/Subdivision Activity
The week’s activity was making a ZRemesher and subdivision render of our ZSphere models or try something from the sculpted animals from the ZeeZoo folder that comes with ZBrush. I settled on sculpting on a fennec fox preset from the folder because I feel like I need to get better at Zsphere a little bit…
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Dynamesh Pumpkin
Here is my attempt at making a pumpkin using the dynamesh feature in today’s lab session. Other tools that helped me included the symmetry and transform tool to create the exterior of the pumpkin, making sure the radial count was appropriate for the sculpting. There was a heavy use of masking involved to make this…
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ZBrush Experimentation
In the first week, we were told that the main program for sculpting our character design would be ZBrush. The module that we were covering will delve into the how ZBrush works, its interface and the various brushes, also diving into what makes a good character design and the importance of anatomy to determine where…
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Week 3 – Storytelling
For this weeks module, I was tasked with providing some sense of environmental storytelling using the assets purchased from the Unreal marketplace. I settled on the density and deprivation of Slumtown for the unique storytelling using a single asset pack. There wasn’t alot of things I needed for the world, so I had to improvise…
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Week 2 – Landscaping & Foliage Painting
Here is how I followed through with creating a custom material with the LayerBlend, Constant and Landscape Coords nodes. I also added a Landscape Visibility Mask as a sort of experimentation to make holes with the intention of making a nice little cave that the player can enter, but in reality it just paints a…