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Self-portrait. Work in progress.

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Ruslan_Kokarev polycounter lvl 4
My plan was simple: 1st make an impressive picture 2nd receive a job offer from a big company located in Santa Monica ;) My self-portrait is part of this picture. Since this is obviously a non-commercial project, I decided to try out the different approaches and programs. Therefore, the process will be somewhat chaotic and inconsistent ;) So let's start!

And we start with the reference pictures.
DSC_3013front.jpg

Here I made the first mistake. I'm pretty old-fashioned and, therefore, choose a T-pose, and what even worse, I began to model in the T-pose. But it is not fashionable these days! ;) Half-hug pose is much more actual now! But what's done is done.

I decided to start work in program Pixologic Sculptris. I read a lot of good feedback about the program. I was attracted by the opportunity to start from scratch, without all these preliminary models, texture coordinates, etc.
Sculptris_Tshirt_001.jpg
Sculptris_Tshirt_002.jpg
Sculptris_Tshirt_003.jpg
Sculptris_Tshirt_004.jpg

Yes, it's a really good program. It really is possible to start work immediately, without any preparatory steps.
Sculptris_Jeans_001.jpg
Sculptris_Jeans_002.jpg
Sculptris_Jeans_003.jpg
Sculptris_Jeans_004.jpg
Sculptris_Jeans_005.jpg

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  • Ruslan_Kokarev
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    Ruslan_Kokarev polycounter lvl 4
    Of course, the fact that all geometry is represented by triangles is a very big disadvantage. But given the fact that the draft sculpt in any case be subject to retopology you can live with it.

    But the fact that when a number of triangles reaches too high values Sculptris immediately crashes - it's really a big problem! That is why the following screenshots are made in Maya. Sculptris just crashes at the opening of this file! But if do not exceed a certain number of polygons, and retopology is a next step, Pixologic Sculptris can be used for sculptural sketches at an early stage.

    Sculptris_Arm_001.jpg


    Sculptris_Arm_002.jpg

    Sculptris_Arm_003.jpg

    Sculptris_Arm_004.jpg

    Sculptris_Head_001.jpg

    Sculptris_Head_003.jpg

    Sculptris_Head_004.jpg

    Another program that I've been wanting to try was Autodesk Maya LT. In it, I did retopology of this model.

    Maya_Retopo_009.jpg

    And I bake a normal map and a map of heights. It turned out pretty good. I think that for certain projects it is quite suitable.

    ThreeD_A_R_Arms_Displacement.jpg

    ThreeD_A_R_Arms_Normals.jpg

    ThreeD_A_R_Face_Displacement.jpg

    ThreeD_A_R_Face_Normals.jpg

    ThreeD_A_R_Jeans_Boots_Displacement.jpg

    ThreeD_A_R_Jeans_Boots_Normals.jpg

    ThreeD_A_R_T-shirt_Displacement.jpg

    ThreeD_A_R_T-shirt_Normals.jpg
  • Ruslan_Kokarev
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    Ruslan_Kokarev polycounter lvl 4
  • Ruslan_Kokarev
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    Ruslan_Kokarev polycounter lvl 4
    And finally Autodesk Mudbox. After the transfer of the existing models into this program I started finishing work. Adjusting the shape and texturing. At this point, I ended up boots,

    Mudbox_Boots_001.jpg

    Mudbox_Boots_002.jpg

    Mudbox_Boots_003.jpg

    Mudbox_Boots_006.jpg

    jeans,

    Mudbox_Jeans_001.jpg

    Mudbox_Jeans_002.jpg

    Mudbox_Jeans_003.jpg

    Mudbox_Jeans_004.jpg

    Mudbox_Jeans_005.jpg

    Mudbox_Jeans_006.jpg

    Mudbox_Jeans_007.jpg
  • Ruslan_Kokarev
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    Ruslan_Kokarev polycounter lvl 4
    and T-shirt.

    Mudbox_Tshirt_001.jpg

    Mudbox_Tshirt_002.jpg

    Mudbox_Tshirt_003.jpg

    Mudbox_Tshirt_004.jpg

    Mudbox_Tshirt_005.jpg

    Mudbox_Tshirt_006.jpg

    Mudbox_Tshirt_007.jpg

    Mudbox_Tshirt_008.jpg

    At the moment I'm working on arm's texture.

    Mudbox_Arm_001.jpg

    Mudbox_Arm_002.jpg

    In general, the model looks like this:

    Mudbox_Body_001.jpg

    Mudbox_Body_002.jpg

    As you can see still a lot of work ;)
  • Ruslan_Kokarev
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    Ruslan_Kokarev polycounter lvl 4
    So we will continue. After applying some effort mudbox work was completed. The next step was to create hairstyles. Hair was done in Maya, and there have been set up materials and lights. But let's get to the results.


    Model with height map and normal map:

    WithHair_014.jpg

    WithHair_015.jpg

    WithHair_016.jpg

    WithHair_017.jpg


    And fully textured:

    WithHair_007.jpg

    WithHair_008.jpg

    WithHair_009.jpg

    WithHair_010.jpg

    WithHair_011.jpg

    WithHair_012.jpg

    WithHair_013.jpg

    WithHair_001.jpg

    WithHair_002.jpg

    WithHair_003.jpg


    With wireframe:

    WithHair_005.jpg

    WithHair_006.jpg
  • AshuraDX
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    AshuraDX triangle
    arms look quite short on the finished model - atleast in that frontal t-pose shot
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