Anatomy & Sculpture Project 1 - 3
Park Hyoung Yoon (0325165)
Bachelor in Design (Honors) in Creative Media
Anatomy & Sculpture Project 1 - 3
MIB
Project 1
Students were to finish the basic T pose anatomy sculpture for this project. The head, hands, feet and the basic muscle sculpture were to be combined and refined for this project.
As it was first experience with zbrush , it was difficult to get use to the new Ui and software. The basics of sculpting were not fully understood and there were lots of issues with poly counts, poly structure, and size of the file. Rather than time spent on sculpting, more time were spent trying to figure out how to get the right poly count, and minimize the file size. In the end the key to the fixes were starting with low poly mesh, zremesh for better structure of the polys and adjusting subdividing levels.
Project 2
This project were to sculpt the outfit of the character designed in character design module. Tethys, the Greek Goddess of primal font of water was the character designed.
Character Design
Final Sculpt Turnaround
Coloring the Sculpture
For the painting the skin, white matte material were downloaded from online to start with clean white state. To explore more on painting the sculpture, the parts of the base body of the sculpt were divided lower poly level and into multiple poly groups so it could be made into UV map. After poly painting basic details as lips and red and yellow hue on the face it was brought to Photoshop to add more colors.
Progress
For the dress and the other accessories were not painted using Photoshop but used other texture mat caps using zbrush. The had to have water texture, but blue marble stone texture seemed to capture the roughness and the light of the water texture to be used for the dress.
Project 3 ( Final Project )
Posing and Final Render
Progress
At first trial rigging did not work as the polycount were too high. Using transpose move tool and masking were used to pose the sculpture.
The color, texture material and the lighting were not satisfied, so the file was moved to blender to proceed with color and lighting.
Blender was chosen to render the final outcome as it has more control over lighting and creating specific textures. The polycount was too big so it had to be brought down to 2 million so that blender could run smoothly.
Progress
When zbrush is more focused on polypaint, blender could create custom textures and adjust colors using nodes.
Cape and Dress Nodes
Cape and dress nodes are same but with different color adjustment and normal maps.
Gold Nodes
Skin Nodes
Details on the face were painted by vertex paint, the overall skin tones were set using nodes.
Setting Lighting & Camera
Plane object was added to form walls and floor to give studio atmosphere. Purple seemed to fit well with the character color scheme without bringing down the color of the dress..
Final Render of Tethys
Final Poster
Reflection
The use of completely new software producing different type of outcome (3d) was the most challenging part of the module. There were no base knowledge of how the amount of poly counts is suitable and what the software is able to do such as editing poly structure or concepts of re topology made the module very stressful. In the end I got use to the software and capable to produce low poly sculpture and found strengths of 3D sculpture which were having not to worry about perspective and lighting and shadows interact with the sculpture and environment. There were lots of ups and downs through out the module, overall it was a good experience to venture 3D art and sculpture and hope it could help with future studies and projects.



















Comments
Post a Comment