After I had so much fun making the skull, I really wanted to deep dive back into Zbrush to create something else. It was after looking at the skull in game that I noticed some of the proportions weren't entirely accurate (or at least not as good as I wanted), so I went back to the model again to key in the features properly. This time I stuck to the in game reference image like glue, rather than being relaxed like I was the first time. This yielded a much better result that I was much more proud of and help up some nice accuracy to the in-game models.
This time, I've squared a lot of the features off, made the back of the head a lot smaller, added detail to the brow and cheekbone, completely remade the nose and remade the upper jaw section. I also sculpted the teeth in Zbrush this time instead of making them in Maya, which again made it look much better and closer to the game.
Then I hopped in game again to play one night and noticed how on some islands have dead skeletons lying around telling a story, and they all have their lower jaw. |
Sea Of Thieves (2018 Rare)
|
Much to the confusion of my crew mates, I spent a good long time looking at the skeletons on the floor through my spyglass to get the right idea on how I wanted my skull to look. The lower jaw added so much personality to the skeletons that I wanted to include, so I went about sculpting it the very next morning. Here I have arranged the skull with the jaw in Maya in three different ways to represent what I mean. The first being how the enemy skeletons appear, with their jaw agape and at an angle, a few teeth missing showing they're ready for a fight. The middle with the jaw slightly open suggesting it's been displayed on a stand of some sort, and the third with the jaw shut, indicating it either lying on the floor, or the skeleton is lying in wait.
I love the outcome of this, and I can't wait to have it textured and looking mean, and to see how well a realistic texture would fit on such a stylised and animated look.
No comments:
Post a Comment