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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.

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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