I am preparing this tutorial to give a brief rundown on the character that I modeled, textured and rendered using Zbrush. This was a personal project and the aim was to get familiarize with Zbrush and explore its various aspects.
Suraagn Rasaan is an Urdu word which means detective. I got this name after doing some search and since this guy is a detective so I choose this name.
In this project I have tried to portray the image of a detective. While modeling, the only thing in my mind was to create a very masculine face with strong features especially the jaw line, and a strong cheek bone structure.
The overall look was inspired from the look of bollywood actor Mr. Anil Kapoor who plays one of the lead roles in the movie “Chocolate”. Though I have changed many things just to make him look better, basically that look gave me the initial idea. What I meant was his clothing style and personality and not the actual face. And quite a lot of improvisation was done to make my character look detective.
3dsmax 8.0 - Was used for all the base meshes.
Zbrush - Prime Modeling, Texturing, Hair, Lighting and Rendering
Photoshop - Was used for post work
So in this making I am going to give a short overview about my project and the workflow that I adapted in creating this artwork. So lets started.
First – The best way to work in Zbrush is of course preparing your base model in any 3d application like Max or Maya and then brings the model to Zbrush for adding the details. So as you can see in the below image, the low poly model is taken to Zbrush and adding the details like in the last version of the head.
Second – Once you are ready with the base mesh in your 3d application export it an .obj file. Go to the tools panel in Zbrush and import your base model. Zbrush is software that allows you to take your model into a million polygons and just imaging the kind of detail you can achieve with that. Please remember add as much as detail in low resolution model because you can go higher in resolution but that will not give you the control in the beginning. Higher resolutions are good for detailing.
Here are some of the raw detailed images and most of them was sculpted with the basic brush using add, sub options from the tool. Wrinkles were created at the highest resolution and were sculpted into the model. For the pores I used an alpha map of dots which can be found in alpha palette, one of the default alpha maps that come with Zbrush. For the wrinkles on the forehead and the eye is a combination of normal brush and deco brush in projection master.