Since my last post, I've been working on and off on two things that will eventually come together as one experiment for realism and stylised texturing. I have finalized the stylised pirate head, which I intend to texture with realism and render with realistic lighting, and have also finished a realistic looking head which I intend to hand paint and use cartoon shaders to give a unique approach.
The pirate is finished with hair and eyebrows added in Maya, I will be texturing this guy in Substance Painter, as I feel as though I can get a nice looking realistic render from the software, over texturing it by hand. The hair will probably be the most difficult to get right, as I have purposely modeled it in a stylistic way in order to carry out the experiment I wish to do.Hi! I'm an aspiring character artist doing my Master's degree at UCLAn, hoping to bring some new, interesting stylised characters to life!
Tuesday, December 22, 2020
The Pirate Part 3 + More
Sunday, December 6, 2020
The Pirate Part 2
During these last few days I've been cracking on with my essay, however every bit of free time I gave myself, I went back to the pirate to get the proportions more spot on. I've spent a good few hours just on those insanely triangular cheekbones alone just to get them right.
Since the last post, I've removed the eyebrows from the sculpt in order to do them separately or as a texture, I felt this would be the best way to get the shape of the head perfect without being overlooked by the eyebrows. There are definitely areas that still need some doing such as the the crease coming from the nose down the cheek, the nose tip, and defining the chin a tad more. Overall however I feel as though this is much closer to the character than it was in the previous post.
From the side too, the nose needs to be a bit more rounded up at the bottom. I did actually have this done however Zbrush crashed and reverted to a slightly older save, and I hadn't noticed the nose again. The jawline also needs to be brought down and made more angular to fit the character's profile better, but overall I'm happy with how this sculpt is turning out. This has taken me a lot longer than I anticipated when sculpting him, so this will be one of the final models for this semester if not the final model.
Tuesday, December 1, 2020
The Pirate Part 1
This week I have really pushed myself further into Zbrush, and attempted to sculpt my pirate from Sea Of Thieves. Each pirate is randomly generated from a few set faces with varying factors in what is known as the infinite pirate generator. Each character is very stylised and fits perfectly into the world no matter what your pirate looks like.
I spent a long time trying to get the proportions of the character right, with the extreme angle of the cheek bones being the most difficult area to get looking good. I chose to keep the mouth closed for my sculpt also, as I felt it would be easier for one of my first times sculpting a character.
The Return
I'm Back! I'm certain that all of you have missed my updates with progress and such, all zero of you must be gripping your arm chai...
-
My aim for this project is to try and discover how far a designer can take a cartoonistic style while keeping the object's silhouette r...
-
After spending a lot of time looking through characters on Art Station, characters in games, and even my own hands, I felt confident enoug...