Model Study:
After finishing the sculpture of Matrouk, I start studying; checking and testing the model to find out if there are any required extra minor modifications. Checking the model techniques is based on discovering the exaggerated parts, surface topography, scratches…. By one or more of these techniques:
1- Changing the light setting.
- This is accurate techniques that will help to view the model and study the surface topography.
2- Applying different materials.
- This is accurate techniques that will help to view the model and study the surface topography.
3- Printing lots of screenshots in different scales, poses and angels.
- By passing all screenshots in Photoshop and start flipping indifferent directions, scaling, rotating, and distorting…. This technique will help to study the model proportion and to find any exaggeration easily. This technique is widely used by the concept artist.
ZBrush Output:
When I finished my modifications at Matrouk sculpture, I start extracting the required models and maps which was sculpted or painted in ZBrush.
Here are the main outputs that we use ZBrush for:
1- The Polygon base (for Matrouk animation I use the subdivision level two-7828 polygon).
2- The Displacement Map (2-4k.32 pit).
3- The Normal Map.
4- The Cavity Map.
5- The Baked Map.
6- The Color Map.
7- The Specular Map.
Back to XSI:
- Importing and checking: I imported the polygon base for Matrouk into XSI and start checking polygons, UVs and testing all ZBrush outputs to make sure everything is correct.
- Creating the rig: I create Biped-Guide, fixed it to fit it to my character and create my rig from the Biped-Guide, added the jaw bone, parented it to the head effectors, enveloped it and started the weigh painting on the left side, then I created my symmetry map to mirror the weight on the right side.
- Testing the weights: by creating major movements for bones, joint and start capturing the animations from different views and studying the weights.
- Killing the weighting symmetry: I start killing the symmetry for weights, to let the body move in organic way.
- Creating new model: after finishing the envelop step, I make sure that everything is correct. Create new model and name it (matrouk_mdl), then export it for the posing and animation.
Posing:
This is a magnificent step for our characterization. Posing is the dominance spirit who steels our passion unconsciously, it’s the body language that tells what feeling is inside the character, tongue can tell a lies but the body cant.
How can we choose the perfect poses for our character? The answer could be little confusing because we have different roles that we should consider. Here are the main points:
Study your character
Study the Physiology, psychology, past, nature, mood...of your character.
Choose the right pose
Sometimes there could be more than one pose as an option, which you can choose. Try to choose the closer pose, for example there are lots of different poses which could show the anger feeling, but which one you choose?
Choose complete poses
Select the perfect time when your character is in a complete stance (pick your time)
Body part integration
Posing is not limited to the body, it’s for everything related to the character. His face expression with body stance, the upper part with lower part…

Timing
Sometimes the body language speaks before, or within, or after the tongue. Some poses should be completed within the character dialogue. Others should be completed before or after the dialogue. It depends on the character nature, pose, dialogue and the story.
Directions
Study the different body part directions, where the right knee is directed, left knee, foot heels, waist, shoulders, elbows, wrests, fingers, forehead, eyes…? This is very important.