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When we have a good base so we can make major wrinkles of
the face. To make a good crease brush I usually prefer “sculpt”, “pinch” and “smooth.” The first thing is
to mark both sides of the ridge with the
brush “sculpt” and “falloff” 2, then with
the same brush, the “falloff” 0 “steady
stroke” on a smaller size but marks the
crack of the wrinkle. Now reslataremos
the crease with the brush “pinch”, that
what does is to bring together the points
of the grid and finally we use “smooth”
on the edges of the crack if we see that
it has become very strong.
Following this technique check all the
wrinkles of the face of the main character.
Once finished the sculpture in Mudbox 2009
I exported the highest level of subdivision in
.obj to ZBrush 3.1 and use the wonderful feature
recontruction subdivision “of this program
that allowed me to get the lowest subdivision
for later able to the pose of the character. At
this point I started to use the brush “inflat” with
a low intensity and alphas of human skin for
getting the details of the smaller pores and
wrinkles. This part is very satisfactory, but
it is very important to look good on different
types of pores of the skin to obtain the good
results.
Texturing - Polypainting used for the texturing in ZBrush. It should be borne in mind that for best results with this technique
you need to know how it works: what it does, paint on the polygons are not using UV’s to paint, so if you
need a texture of 2048x2048 (which is I used) then you have to paint polygons 2048x2048 is 4,194,304.
I wanted to test the technique of painting the skin of Aramaki with Airbrush. This consists of painting the area
warm, temperate and cold regions of the face and then add a layer of soft color on them. With a custom
brush I painted the warm areas first, then cold and finally hardened. Then there are some patterns to be painted while you can do by hand or using the alpha 22.
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