Thursday, 15 October 2015

ZBrush Stuff- Head Sculpt

This year we started practicing with ZBrush, the 3-D sculpting program. When getting to grips with the software we were given the task of sculpting a head, using a pre-made base render and modeling and deforming it to make our own.


I began by warping the base mesh here and there with the move tool.

Here I moved the eyes farther apart and made his cheekbones and jaw stronger.

Softening the jaw ever so slightly, I made the dips in the temples more prominent.


Here I added another level of subdivisions.

After adding yet more subdivisions I flattened the bridge of the nose more and made the lines coming down from his cheekbones more severe. I also made a conscious effort to make his features more asymmetric and therefore more realistic. This can be seen in the placement of his eyes, nostrils, ears and on his jaw, chin and cheekbones.  

A three-quarter-ish view.

At a profile he looks slightly more ordinary and less chiseled and powerful than the image that is betrayed by the front view.


Another three-quarter view after a while of sculpting. I added hair (sort of) and pulled his cheekbones up higher so they didn't look as "off" as I think they did earlier. 

Not the happiest looking chap...

Another front view featuring stronger temples and forehead bone-star-ridge-thing.