First pass on his topolgy- to do some testing posing and skinning in Maya- then once Happy - generate displacement, normal and duffuse maps for him - I think the back may be little too dense and needs some optimising.
Starting my facial model base in ZBrush, going to attempt a photo real portrait with this character - full MR render with displacement maps from ZBrush and Maya hair. For some reason somone who has been institionalised come to mind - a la 12 monkeys. I am also going to set up a full facial rig for this character at about L3 subdivision, with some extreme facial poses
Merry Xmas all - decided to start blog within my site. So now I plan to integrate my old blog work into this new blog- and that way I can document my WIP's better - some of which will make it into my main gallery of work. I will be working over the holiday period on setting up an animation friendly topology facial setup - the base mesh is as below.
I have blocked out textures for the generic male head - but will update it with more character in the ZBrush sculpt stage and then move onto blocking out the morph targets/blend shapes in Maya/Zbrush - going back to look at "Stop Staring" by Jason Osipa as the basis for the rig (pretty simple set up). Also paln to finish off my velasques late 50 yearold man and then move onto a big muscle guy with animation friendly topology, a man/ogre thing. I'm still working through some concepts on his final proportions and general feel for him which I hope to post in the new year.
VFX artist and sometimes animator, this is my blog.