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Making of Aramaki, Section 9 by David Arberas Recondo, Spain Web: www.cgdavarb.com

aramaki

Before I start anything I would like to thank CGArena for giving me the opportunity to put my techniques used in the work on this wonderful website.

The idea for this work came from while watching a chapter of one of my favorite anime series, Ghost in the Shell. Aramaki Daisuke is next to the lieutenant Kusanagi my favorite and I wanted to make a small tribute to this work. It happened to me that I could use enough programs to practice a little with all of them.


References - I consider this one of the most important since it is impossible without a satisfactory job. First I catch some of the chapters where I can see the character’s facial features and hair, the area of the mouth, nose and eyes. The most characteristic feature of the character is his mouth and hair, so I tried to take care of that aspect much.

Because my idea was to make a version of the character in more detail, something in between the anime and reality, so I had to use references of older people. For this task it is best to search in google or on websites such as deviantart.com. These references are very important to see and help in determine how to make wrinkles, follow the direction, details of the skin, different types of pores, blemishes on the skin and others.


references references 2

Modeling - The modeling of the objects is done in XSI because according to me it is the best 3d package. In this section I did not want to complicate much, what I wanted most was the practice of sculpture, I tried to correct everything so they don’t have groups of 3 and 5 sides.

The jacket divided into two parts, the flaps and part of the shoulders, lapels models starting with a grid and adding edges as needed to give it the right way, then I symmetrize. The part of the shoulder started with a bucket and did the same thing, as your tie. With the shirt the process was similar to the one of the jacket with taken care of which geometry was not only overlapped and modeling the visible parts, unnecesarily not to waste the geometry within the jacket because it was not going to be seen. To model the eyes, look in google a good outline of the human eye and created the model.

The hair and the knob are simple cubes, the topology does not worried me because I would render the model with high resolution. Once this processis finalized, I export the geometry in. Obj format, to take them in other sculpture programs.



Sculpture - Throughout this process I used two programs, Mudbox 2009 and ZBrush 3.1, first to make the sculpture with the greatest wrinkles and the second for the wrinkles and small details of the skin. The common error that occurs when you make your first digital sculpture is to begin to detail the models at the highest levels of subdivision, Believe me, it is NOT a good idea to do that unless you’re a true genius of sculpturing. For a sculpture works, always work on the low-res base mesh and devote most of the time in the lower levels of subdivision.

Like a house does not start with the roof and a design is not detailed from the beginning, with the sculpture happens the same. Having said that, as you can imagine most of the time spent in the lowest subdivision sculpture appeared Aramaki, for this I focused on the main features of his face: small nose, part of the nose to upper lip bigger than normal, very long hair ... to see if it works. I advise you to always try to make a material constant, like this is just the silhouette of the character.




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