I have been inspired to create a new series of illustrations (more on that later). Meet Wally. Wally is a digital illustration of an everyday good guy alien dude. Wally here is going to be a character in an upcoming illustration. So, technically, this is a WIP (work in progress). I realized I hadn’t updated this site in a while, so Wally is my latest submission.
Wally was created and rendered in Zbrush, with the composite image produced in Photoshop. Any feedback would be appreciated.
It has been a long row to hoe in my quest to create a realistic looking character. However, because I have been striving to achieve this goal I centered much of my attention to learning what I needed. The previous test was good, but I still wasn’t quite right (the fact is I could go back and tweak this more and more, but this is just a test). This really is my final render test on this character’s head… I really want to finish this model. As before, this was created and rendered in ZBrush, with very little post production (and I mean very little) completed in Photoshop. Just a quick levels adjustment, a rim light layer and a cavity layer. Most adjustments were done in ZBrush to the materials and lighting prior to rendering, and addition of some BPR Filters (ZBrush users will know what I’m talking about). For the rest, I hope you like this. As always, any feedback would be appreciated.
Okay, I jumped the gun. In my haste to produce a new illustration, I thought my previous test resulted in a realistic image. I was incorrect in that assessment. This image is my final render test. For this image, I modified the skin material just a bit, and completely re-worked the eyes. In the previous tests, I noted that the eyes were just too “flat.” Since the eyes make the picture, I really needed to re-do them. I can always use the feedback.
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.