Saturday, 15 October 2022

Sculpting the Captain

 At this point in time, my workflow for sculpting humans is quite established. I start by blocking out the general forms with primitives such as spheres and cylinders, which I afterward alter with the move brush to get a closer resemblance to the actual silhouette. Of course, this character was no exception in that regard. 




When I finally reached the point where the model started looking more human, I dynameshed everything together and zremeshed it afterward to get a more clean result, which I polished afterward with the smooth brush.



At this stage, I have reached a decent base that I was able to start polishing, fixing the proportions and placement of the body parts. Looking at anatomy references while sculpting is crucial, so I used the images I have gathered to help me out with the process. I also heavily used the book I borrowed, because it has very good examples of the actual planes that I need to recreate, especially for the face.
Looking at other body sculpts that people have made was very helpful as well.







Getting the initial structure of the face can be quite difficult to achieve in Zbrush if the mesh is dense, so for this stage, I kept the model quite low poly so that it would be easier to get the planes and angles right.




The next thing I did was taking specific parts of the model, and focusing my attention only towards that, adding more detail and getting a closer resemblance to how it would normally look like. 



I did want my character to be physically fit, but not extremely muscular, so I did tune down the size of the muscles. Focusing on the face, I started adding more detail and sculpting the features. I did not want to get too much into details at this stage, because eventually I  would have had to dynamesh and zremesh everything again when it was time to attach the hands.




My approach for the hands was a bit different than what I have previously done. I really enjoyed the workflow that Speedchar showed on his youtube channel, so I adapted it, which made things go a lot smoother. Sculpting the hands differently from the body was a good decision because I was able to rotate them as I desired, without having any other body parts getting in the way.






The process was quite similar to the one I used for the head, having things be quite low poly at the start, which let me manipulate geometry quite easily. The fingers were relatively easy to make, having made one and duplicating it,
and adjusting the copy accordingly.





I did not go into too much detail with the nads, because my character will have gloves afterall, so all detail will have had to be erased anyways in the process.
After I dynameshed them to the body, I went back to the face and did some more work, making lots of corrections to the proportions, and trying to get him to resemble the face model that I chose for this project.


I also added a blockout of the eyebrows, because by doing that it would be easier to get an idea of how he was going to look at the end.

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