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Friday, 14 March 2014

The Asaro Head

I have been working on a head study of an anatomical reference bust - A head by John Asaro. [REFERENCE]
Here is what I am studying
I find 3D is a great way to understand stuff like this.  I may hopefully come out with a decent model I can use as a base mesh for future sculpts and renders.  First off I made the bust in Zbrush - This is pretty quick, using a sphere and dynamesh.  In 4R6 you can make the screen semi-transparent and reference from behind it - making the process quicker and easier.  I also did a quick manual retopo in 3D Coat, re-imported the mesh into Zbrush and projected the sculpting detail back on top
Here's my sculpt - Is a fast process as no topology to worry about & sculpting is fun of course
Retopologiszing with 3D Coat is quick and easy (with practice) and
is more reliable than auto retopo/Zremesher
I decided to take the study further... While my first sculpt was alright I wanted to try and make a really "tight" version in 3DS Max, It could be a great example of using smoothing groups and to flex a bit of what I have learned recently about optimization.

 Re-modelling to get the surfaces correct is like solving a puzzle - closely using the reference and making the best guess.  Lots of the planes are now really flat planes, every transition intentional and cared for.
By altering the geometry I already made I  tightened up the model.
This chizled look required a lot of smoothing groups and triangles
Resulting Mesh in a startup file in Zbrush
Testing out the new base mesh - It seems the more impression I leave from the planes and hard edges the more stylised n cool it gets
Out of interest I wonder how easily I can export the new bust/s and get into another program... Turns out its quick :D  Below are some exported

I have unintentionally created a set of files/workflow which means I can setup a "Studio" in Marmoset which will auto update from zbrush with a single click - maps and base mesh alike.  This could be very handy for quickly presenting ideas & sculpts which are also "real-time" and game viable.  I quite like this possible workflow - I'm not a big fan of compositing from multiple images/renders from different passes.
An old man from the Asaro bust - Needs hair & surface detail still
Seeming I spent a couple of days on this I thought it would be prudent to use it for my FMP/Portfolio.  I have started to do a detailed head, which can also be used for my Knight (whom will be mostly armour).

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