Recently completed sculpting and texturing the body my latest personal project. I learned some new techniques (and when I say “new” I mean new to me) to produce a more life-like model. I learned some techniques on sculpting believable anatomy. Also learned how to create a more life-like skin texture.
As for the texturing, I picked up on a technique to “layer” the skin. Basically working to have the “epidermis” be a bit translucent, much like real skin.
Although my Monster Creature Dude here is going to be the focal point of a new illustration, my intent with this sculpt was also to learn how to retopologize the mesh so this model could be used for animation and/or gaming. I realized that I couldn’t call myself a 3D modeler unless I knew how to do this.
I completed sculpting and texturing the head of my new creature character last night. I learned a few more polypainting techniques recently and I employed them with this sculpt. This head was created and rendered in ZBrush and I composited the multi-pass renders in Photoshop. Let me know what you think.
I had an idea recently for a new illustration featuring a fantastical monster creature dude. I’m not going to go into too much detail about the final illustration, but I will share my concept of the monster-creature-dude. Here is the initial “blueprints” for the 3-D model of him naked. I am currently working on his attire, which will be mostly armor. I will post that blueprint when I complete it.
A new work in progress (WIP), this castle chamber is going to be the background for a new illustration I am currently working on. Everything here was created in Zbrush, then converted for use in Maya. Still needs a little more work, especially when it comes to the “flames.”