Guys thank you all for your positive comments. I am happy you like it I just wrote a tutorial for 3D world magazine and as soon this is published ( June ) I will post it here.
RAWZ -thank you, I used various photo references of human scream face expression plus references of animals, panther and mountain goat for jaw, tooth and horns.
The use of reference really shows through. The anatomy and structure is superb! Great sculpting and a great job, looking forward to the article of the breakdown.
1. At the beginning, I
dedicate at least couple of days to search for good references, building
knowledge about character, studying
background, story, anatomical details - bones structure, muscles, face
expression, colours, in other words everything that makes artwork more
believable.
2. Once I have my
concept done I jump to ZBrush and start to search for general shape, there is
no right or wrong technique on this stage however it is important to keep in
mind that details should be left at the very end of sculpting process.
3. While refining
general shapes I chose to use DynaMesh rather than going straight for
subdivision levels. DynaMesh is amazing
tool bringing digital sculpting closer to traditional clay technique which
allows a lot of flexibility. Brushes I use here are mostly ClayBuildup, Move
and Smooth.
4. When it's time to start to work on details ,
I use ZRemesher with ZRemesherGuides and Project to create new topology. This
is done to have correct loop flow which is important when sculpting small anatomical
features; eyelids, lips, ears and nostrils.
5. To create wrinkles
I use Dam_Standard and ClayBuildup plus
Smooth brush. I also play with custom made alphas however there is quite big ZBrush library made
for purpose of skin detailing. Mixing different
alphas with different strokes can easily produce desirable effect.
6. I utilize layers a
lot . "Demon" sculpt has eight
layers with different wrinkles, pores, bumps, imperfections, skin cells and skin directions. Layers allows to adjust
strength of details and together with
Morph Target and Morph brush makes detailing process very fluid.
7. ZBrush has amazing texturing tools and if
project is relatively small, painting can be done without switching to other
applications. Again I like to use
layers, "Demon" has 6 diffuse layers with veins, marks, spots and main colours mixed together.
8. I use traditional three light setup , skin
shader is made with translucent material
and polypaint plugged into texture colour. Different sculpt and materials may work better
with different lights , so it's always good idea to experiment before moving
to final render.
9. While applying final tweaks in Photoshop, I like to keep it simple, I mix ambient occlusion and shadow pass using multiply
blending mode , on top of that I adjust levels, play with different photo
filters and finally add depth of field.
Replies
MITCHELLANGELO
PURPLEKAMI
Guys thank you !!!
PRESTON
XETRA11
ERIC CHADWICK
CHRISANTH
Guys thank you all for your positive comments.
I am happy you like it
I just wrote a tutorial for 3D world magazine and as soon this is published ( June ) I will post it here.
I used various photo references of human scream face expression plus references of animals, panther and mountain goat for jaw, tooth and horns.
Quick breakdown as promised:
1. At the beginning, I dedicate at least couple of days to search for good references, building knowledge about character, studying background, story, anatomical details - bones structure, muscles, face expression, colours, in other words everything that makes artwork more believable.
2. Once I have my concept done I jump to ZBrush and start to search for general shape, there is no right or wrong technique on this stage however it is important to keep in mind that details should be left at the very end of sculpting process.
3. While refining general shapes I chose to use DynaMesh rather than going straight for subdivision levels. DynaMesh is amazing tool bringing digital sculpting closer to traditional clay technique which allows a lot of flexibility. Brushes I use here are mostly ClayBuildup, Move and Smooth.
4. When it's time to start to work on details , I use ZRemesher with ZRemesherGuides and Project to create new topology. This is done to have correct loop flow which is important when sculpting small anatomical features; eyelids, lips, ears and nostrils.
5. To create wrinkles I use Dam_Standard and ClayBuildup plus Smooth brush. I also play with custom made alphas however there is quite big ZBrush library made for purpose of skin detailing. Mixing different alphas with different strokes can easily produce desirable effect.
6. I utilize layers a lot . "Demon" sculpt has eight layers with different wrinkles, pores, bumps, imperfections, skin cells and skin directions. Layers allows to adjust strength of details and together with Morph Target and Morph brush makes detailing process very fluid.
7. ZBrush has amazing texturing tools and if project is relatively small, painting can be done without switching to other applications. Again I like to use layers, "Demon" has 6 diffuse layers with veins, marks, spots and main colours mixed together.
8. I use traditional three light setup , skin shader is made with translucent material and polypaint plugged into texture colour. Different sculpt and materials may work better with different lights , so it's always good idea to experiment before moving to final render.
9. While applying final tweaks in Photoshop, I like to keep it simple, I mix ambient occlusion and shadow pass using multiply blending mode , on top of that I adjust levels, play with different photo filters and finally add depth of field.
An that's it folks
almost forgot
beccatherose
Guys thank you for kind words