Detail Sculpt pt. 2
Last week I sculpted my character's face and body in ZBrush (Pixologic, 2020). This week I will finish the high poly version of my shaman.
I started with sculpting eyeballs a little bit, so they fit the eyelids. Then I moved on to cloth1:
The only thing I had to do was to move the material a little bit because the body's geometry was poking through and add some wrinkles.
Then I have done the same thing with cloth2.
Cloth3:
Here I turned off an alpha to make the stripes on the cloth3.
Shoes:
In the first stage of my modelling, I have always had symmetry turned on, but near the end, I tried to add some asymmetry to make the character more realistic.
Accessories:
And finally, the headdress:
When most of my high poly was ready, I chose to add even more details to the face and fingers.
Initially, my character was supposed to be hairless, but I wanted to give it a try and make some hair with FiberMesh. To do that I made a polygroup on the head, where I wanted my shaman to have hair, I used modifiers to increase the density of it and to make it shorter.
It was a very simple hairstyle, but I did not want to create anything too complicated, because of the headdress.
In the end, I added more details to the face with an alpha brush. I downloaded alphas from Pixologic's website for pores, veins and wrinkles.
At this point, I had 32 million Total Points
Bibliography:
Software:
Pixologic, 2020. ZBrush [software]. Windows 10. Los Angeles: Pixologic.
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