I have had this guy sitting in an old folder for while, I have been wanting to finish him off for a while. I recon I am about 70% there, I am not planning on texturing him up, but do want to give him a proper mustache and hair (pores too), now that I am happy with the general look. I started him in 3DC a while back - rebuilt the base mesh, spent 6 tentative hours on him today and will finish him off by next week . Slowly does it it seems.
I have been working on some of the facial details on my heavy man, blocking out basic details - still symmetrical at this stage. Body is also being rework - starting to see some issues with my anatomy so reworking the geometry. Will post a body shot soon.
I have been meaning to do a benchmark for a home built digital double for a while now. The photogrammetry data was generated from a single camera moving around the subject, shot outdoors in the shade under the trees near my home. I managed to get a good conversion from 35 shots using Agisoft photoscan, which I have been using with my visual arts practice (see www.sculpt-forms.com). This time I have tried to keep as close to the original subject matter as possible. Lately scan clean up has become a lot easier in Zbrush, although I still prefer to do a lot of this type of work in 3DCoat especially the re-topolgy to make an animatable mesh.
Minor update to my Madman, adding more character to his face, added his dressing gown. Stilll to finish his texture adding eybrows, more wrinkles and stubble to some sections.
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
More detail done on his face - still lots to do - and then I need to do another sculpting pass for wrinkles on face and hands and feet - get him really weathered looking.
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.