The top of the sculpt here worked well however, as the structure of the skull felt natural, which encouraged me to continue just to see what I could make from what I had. This led to a lot of time adjusting certain elements of the character's face in order to reach something I was happy with.
Hi! I'm an aspiring character artist doing my Master's degree at UCLAn, hoping to bring some new, interesting stylised characters to life!
Monday, March 29, 2021
Second Anatomy Study
The top of the sculpt here worked well however, as the structure of the skull felt natural, which encouraged me to continue just to see what I could make from what I had. This led to a lot of time adjusting certain elements of the character's face in order to reach something I was happy with.
Thursday, March 18, 2021
Anatomy Study
After receiving some extremely useful feedback from our tutor James, and a one on one call about how to approach anatomy and realism, I have begun to properly study the anatomy of the face. During the call, James recommended a book named Anatomy For Sculptors, which contains so much useful information about facial features and a breakdown of specific muscles that are visible through the skin, and how to properly structure each feature of the face. After finding a free copy of the book online as a PDF file, I have been reading through and sculpting as I go.
Right from the get go, the sculpt started off stronger and more life like than anything I've sculpted previously as proper anatomical structure is in place, allowing the sculpt to look more human. For this initial study, I chose to keep the eyes closed so that I could focus more on the larger more prominent features of the skull and face. The sternocleidomastoid muscle (the large muscle going from behind the ear to the clavicle on the front on the bust) is an essential part of a bust as it holds the head sturdily in place and allows for the turning of the head. Once this is in place the bust really begins to take form.
Another important muscle to add is the node muscle at the corner of the mouth. Anatomy wise every muscle to do with the face can link back to the node muscle, allowing for the sculptor to accurately place muscles and facial creases on their bust.
I also found that once I had moved up to the next sub division, it helped immensely to drop back down every now and again to make sure the basic forms of the skull were still correct, and if not I could change it without distorting any detail. The way James described this was imagine that you're looking at the sculpt through a really out of focus camera, and each sub division you're focusing it in a little bit more, meaning that sub division one should be just the hard structure of the head itself.
While at this division level, I had been using the move tool and the clay buildup to simply block in the underlying skull of the head, and the standard tool to hollow out the eye sockets ready to place in the lids. Division one had a simple bulged line where the mouth should be, as it is impossible to differentiate lips at this stage, but useful to have a placeholder set for when you reach an appropriate level.
I have also made the creases going from the sides of the nose more subtle as I felt they were extremely harsh on previous divisions. I have also found that moving the light around slightly can help make sure the details aren't too sharp or deep on the bust.
I feel as though this has been a successful initial study and plan to continue doing these until I have nailed anatomically proportionate lifelike heads in order to aid me in creating stylised realism characters further down the line.
When Realism Get Stylised
As with all art forms, stylistic models and characters are made using reference, be it modeling straight from reference or modeling from a piece of concept art, everything starts with a reference from something that exists. Characters in this principal are often very exciting, as quite often they come from some reference of a real person.
For example in the animated series Star Wars: The Clone Wars, Obi Wan Kenobi's character was created based off of Ewan McGregor's portrayal.
Star Wars: The Clone Wars - Obi Wan Kenobi |
Star Wars: Episode 3 - Obi Wan Kenobi |
Star Wars: Episode 3 - Anakin Skywalker |
Tuesday, March 9, 2021
Ragnar Lothbrok
Following the research and suggestions that I have been given from character artists in the industry, I decided to try my hand at a realism sculpt. The person I chose to create was Ragnar Lothbrok from the show Vikings.
I decided the most interesting appearance to choose would be Ragnar's final days, as he has the most wrinkles, scars and longest beard. I used front and side profiles of both young and old Ragnar and also of a beardless picture of the actor, Travis Fimmel.Once I had Fimmel's face as close as I could get, I then began to turn it into Ragnar with the addition of scars and aging.
Hero Forge: A Character Designer's Dream
Hero Forge is a free online miniature character creator with the main focus being on characters for the popular role playing rpg Dungeons and Dragons. However, as someone who loves to create unique looking characters, I spend a lot of time messing around with the customisation options, and even look at certain details they have done with hair styles and such for when I'm sculpting these things for myself.
The site opens up to either a male of female human as default in order to give the user a 'blank slate' to create a character from. Each customisable item in Hero Forge is sculpted in ZBrush which makes me enjoy it even more, as I can visualise the brush strokes of some of the items you can use. The visuals of Hero Forge are very unique as they give off a sort of clay sculpted finish, and holds a sort of soft and friendly appearance to even the meanest of characters.
Even with colour, the minatures still retain a clay sculpture like appearance, as the materials available to use all have a very unique hand painted look and feel to them, which again is something I am passionate about, as hand painted stylised characters and models are something that I enjoy both visually and when creating them myself.
Monday, March 1, 2021
An Odd Project
Over the christmas and new years break, my family and I got a new puppy; Daisy. Due to her colourings and breed we always joke that she looks sort of like some fried chicken, and so I thought i'd try and capture that in a sculpt as a bit of a fun creative practice, as well as an experiment to see if I could create more than just characters.
Initially, I was happy with how the final sculpt turned out, with it being another stylised realism look, yet leaning more towards the stylistic side of things. I was happy with how she appeared as fried chicken too, as the curly fur she has complimented the idea of batter.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...
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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...
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After spending a lot of time looking through characters on Art Station, characters in games, and even my own hands, I felt confident enoug...