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Making of Monster Head by Biser Ventsislavov Parashkevov Portfolio: http://biser_p.cgarena.com

monster head

Hi, in this making I’ll explain the most important steps in creating this alien monster bust. This project started as an idea for poly-painting practice in ZBrush, but I decide to start with a completely new object. One of the important things for me when starting a new project is to have idea or concept. For the monster I have few sketches of monsters with massive external bone structures and I took one of them as a starting point. The beginning is always to start with a base mesh; personally I prefer to start with the default polysphere or using zspheres. Using Move, Standard and Smooth, the rough form is created with low number of polys.

start

With adding more subdivision levels I continued to detail the head. I use the classic approach in sculpting with the usage of Clay and Smooth brushes to define the form and adding more value to the sculpt. Additional brushes which are used are Standard, Dam_Standard and hPolish. The more subdivision levels were added the more form of the creature was detailed.

body

At this stage my PC reached its top performance, the tool was at level 7 with about 3 million polys and I could not subdivide to next level, which wasn’t enough for me to achieve the desired detail of the sculpt and also it won’t be enough for the next stage of poly-painting. Here come into help “ReMesh All” function which you can find in Subtool palette of the Tool. This function is very useful because it redistributes the polygons over the mesh equally. In this image you can see the exact options which are used most commonly.

remesh all

The new tool is created with about 300 000 polys which I could subdivide to level 3 with 5 million polys. The next step was to project the details from the original tool. The best practice for achieving this is to make this step “ProjectAll” at every subdivision level of the newly created mesh, so that result in better accuracy. Thus the new tool is ready for final details before poly-painting. I proceeded sculpting in the usual manner till I was satisfied by the form and the look of the sculpt. My idea was sculpt as more details as I could and to be used in the process of poly-painting. For this reason I created a custom alpha for skin details and with the help of the standard alphas included in ZBrush and I achieved the skin and wrinkles of the monster.

clay


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