Saturday, 22 October 2022

Scuplpting the manequin

Having previously sculpted my character for my group project in Zbrush, I am already familiar with the process and the workflow that I need to approach. Of course, in the industry and between artists, there are tons of different workflows that are being used, but this particular one has felt very intuitive and natural for me, so I am excited to get back into it.

Before I started doing anything, I gathered some anatomy references and also borrowed the book '' Anatomy for Sculptors, Understanding the Human Figure '' by Sandis Kondrats and Uldis Zarins to help me along the process.




I started with a block out made up of primitives that I manipulated afterward using the move tool.  While working on this stage I tried to stay mindful of proportions, posture, and angles, cause these would be more difficult to fix at a later stage. I also tried to mimic the volumes of the muscles, since I want this mannequin to resemble an athletic body. 

After I was happy with the shape, I dinameshed everything together, refined the seems, and then Zremeshed everything to even out the geometry. At this stage, I was finally able to start refining the shapes and adding more details, using different subdivision levels.







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