A little sketch I made in-between jobs at work. Took about a day and half in total. I tried to add in visual lines in the design so it reads better, a tip I picked up from the pixologic Sigraph 2013 video’s of Disney.
A head sketch of a stylized old man. The idea is to make this in a full illustration, but I’m first gonna finish my animation because I allready have too many personal projects going on. I’ll return to this once the animation is done. Workflow is below.
A new sculpt made in Zbrush. I started again with a dynamesh which I retopologised with Topogun half way through to get better detail. Especially with eyelids this can make a big difference. Hair, clothing and crown were also made in Zbrush. Making the crown gave some challenges as the workflow for hard surface models feels a bit different then for organic stuff, but it came out good enough for a first try. Below you can see a quick making-of of this sculpt.
While waiting for reaction on a job at work I made this quick sculpt. Made in about 1,5 hours, started from a dynamesh, not retopologised. I’m really starting to like Dynamesh and definitely starting to see the benefits of the SubD-leveled workflow. I could have finalized this with more wrinkels and skin texture, but it is too much fun to start a new one 😀
Another Zbrush sculpt. This one was started from a dynamesh sphere. I’ve tried sculpting with dynamesh before but was never a fan of it as it tended to destroy your sculpted details when re-aplying. When you disable Blur however, it will keep the same shape during re-meshing and that makes a big difference. It really is only for low to medium detail sculpt as because of the unified mesh re-mesh method the polyflow is horrible and that gives smoothing and sculpting problems. A good workflow is when you reach medium level to retopo your mesh and reproject the sculpt. I didn’t do that for this sculpt. These sculpts are for learning to concept in Zbrush from scratch and not make a final piece. It went a little bit better this time, I still miss Sculptris a lot but I also see the advantages of working only in Zbrush. One thing I noticed is that sculpts from Zbrush seem to have a more defined quality then the ones from Sculptris. I’m not sure, but I think the subD-leveled workflow might have something to do with that. Anyhow, on to the next one…
I found I was becoming too dependent on Sculptris when sculpting concepts. Sculptris is a really great program in which you can make incredible sculpts but it is also a bit limited to use in a pipeline because of the way it works. Besides, Zbrush is the industry standard and I’ve seen enough jobs for Zbrush artists but none so far for Sculptris. Anyhow, it is not that I don’t know how to work in Zbrush, but whenever I want to doodle around I reach for Sculptris. The main reason for that is the ‘Subdivisionlevel-less’ workflow. To get just as comfortable doodling in Zbrush as in Sculptris I’ll try to do my next batch of sculpts all in Zbrush. This not-so-great stylized head is the first result. A one hour sculpt, made from a box in Zbrush. My new reel is in the compositing stage. Should not take more than a couple of weeks before it is finished.
A new head sketch made in Sculptris. A friendly old farmer this time. I worked for about six to seven hours on this model mainly because most of the model was sculpted outside of symmetry mode and thus having to sculpt both sides separately. Eyes are beginning to become less of a problem to sculpt and I’m also beginning to understand the folds and creases of the face.
I had some downtime at work this afternoon so I made this sculpt. It is a young female elf (notice the pointy ears :-P). It took me about four hours to get it this far. Made in Sculptris, rendered in LightWave.
A one hour sculpt. Free time during work days is quite limited so sadly enough I can’t work them out fully. I’m trying to get some emotion in and after some duds this is the first to show some promise 😉 Still a bit rough but there you go.