Digital Sculpture
Week 1- Anatomy, proportions and skull
Week 1 consisted of learning about digital sculpture and going in depth learning about proportion, anatomical directional terminology and a general skull overview of the skull.
Below are two images labelled with the different anatomy parts of the skull:
Difference Between Male & Female Skull-
The image to the left show's the difference between male and female skull. The Skull to the left hand side is the female skull and to the right hand side is the male skull.
Colour Coded Labelled Skull Showing The Different Muscles-
This image to the left show's the different muscle groups in the skull. I colour coded the different parts of the skull and labelled them.
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Week 2- Introduction to ZBrush/Creation of Nose
Week 2 we began with an introduction to using ZBrush, we had a look at different types of noses and how it can change the persona of a character; we also touched on the eye socket briefly with old age the eye socket becomes wider and longer. In the image below of my nose sculpture created in ZBrush, you can see where the nose bone ends and where the cartridge begins; I used a few brushes when designing my sculpture of the nose in ZBrush; The 'standard brush' was used to build up the nose and then I switched to the 'dam standard brush' to define the area around the alar fat & lateral cartilage.
Below are images/video showing you my steps modelling a nose in ZBrush.
Image below shows different examples of the nose & skull, labelled colour accordingly.
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Week 3- The Mouth
Week 3 was an introduction to the mouth, below is an image colour labelled with the different muscle groups of the mouth. I then head into ZBrush and created a mouth model.
Below is a diagram colour coded with the various muscle groups around the mouth as-well as a short clip & image of the work I produced within ZBrush:
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Week 4- Ear
In week 4 we looked at the anatomy of the 'Ear'. I learnt the different terminology for the various parts of the ear such as Helix, Superior crus, Tragus etc...
I then went into ZBrush and created a model of the ear. Modelling the ear was little more challenging in the aspect of having to model in so many distinctive features such as the tragus, lobe, helix making them all as symmetrical/proportional as possible.
Below is a diagram colour coded with the various muscle groups around the ear as-well as a short clip & image of the work I produced within ZBrush:
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Week 5- Eye
In week 5 we looked into the eye,
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Villain Creation Mood Board and Brainstorming
CGI:
Mask's/Makeup:
Characters:
I was taking a browse on the ZBrush Central website and came across an interesting thread really similar to what my next assignment is, A member 'FOXHOUND1984' from the forum created a thread of his progress on a project of his; working on sculpting Clint Eastwood which he will print in 3D. Iv'e also added a small clip below of his 3D print of his work
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Week 9- Villain: Fat
This week we had a look into the different types of fat around the face, below is a colour coded diagram of the various types of fat.
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Villain
When it came to designing my villain I wanted to go for a blind fold look for my character. I also wanted him to have scars on his face, I found it a little challenging creating the scar; however after some of time playing around with the DamStandard brush I believe I managed to find a look for the scar I was happy with, I was trying to go for a 'stitches' look. I then found that the scar's we're too strong for my liking so I decided to create the actual face and then add the scar's. For the texturing I created textures using Adobe Photoshop, then went into ZBrush and applied it; the reason I did it this way is because it gave more of a realistic look.
Villain Modeling -
First Draft -
Model Used for Project -
First I began by applying the hair & blindfold on the base model
Then I added my first set of textures to the face, which including the beard & face. I've also included the images I used for the textures to the right. To create the textures I used Adobe Photoshop, with a basic shape which made it easier when applying the textures in ZBrush
Then I added the features of the face/head i.e- Nose, mouth, ears and the 'mental crease'.
Following on I masked out the facial hair and modeled the neck in particular the 'laryngeal prominence' more commonly known as the Adam's apple. I then added in the facial scars I wanted on my model making sure it wasn't to deep like the ones I did on my draft learning from the mistake
Hair Texture
Beard Texture
Face Texture
Blindfold Texture
Lastly I finished off by creating the shoulders for my model
Final Villain -
Front View
Side View
Rear View
Base View
Sketchfab
Villain ZBrush Movie Speed Edit -
Dynamic Pose (FACS)-
I used the Facial Animation Coding System (FACS) to crate my dynamic poses, as my villain character had a blindfold (no eyebrows or eyes). I was limited to the amount of dynamic poses I could create. I chose to go for 'Happiness' & 'Disgust'. To create the animation I used Autodesk Maya.
Creating the different layers in ZBrush to create the animation
Happiness Dynamic Pose
The FACS I used to create happiness were: AU6: Cheek Raiser- Orbicularis oculi, pars orbitalis, AU12: Lip Corner Puller- Zygomatic Major & AU17: Chin Raiser- Mentalis. The reason why I chose AU17 instead of AU25: Lips part- Depressor Labii, Relaxation of Mentalis (AU17), Orbicularis Oris is because I was having trouble separating the mouth in ZBrush. So I did the next best thing I could do without displacing my model which was AU17- Relaxation of Mentalis.
Disgust Dynamic Pose
The FACS I used to create disgust were: AU9: Nose Wrinkler- Levator labii superioris alaquae nasi, AU15: Lip Corner Depressor- Depressor anguli oris (Triangularis) & AU16: Lower Lip Depressor- Depressor labii inferioris.