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3d art

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Modelling the monster<br />

Bringing out the details<br />

The best advice I can give regarding sculpting is to<br />

04 not rush in too soon with the details. Overall shape and<br />

form is more important than skin pores and a few wrinkles, so<br />

make sure that you have used every polygon before stepping up<br />

to next SDiv level. Again, for this step I used the Move brush, Clay<br />

brush and custom Standard brush.<br />

Shave and Haircut is also powerful<br />

07 for simulating dynamics, so first I<br />

simulated some freefall of hair over the head<br />

geometry. Combing hair was really fun with the<br />

many brushes integrated in this tool and I found<br />

that using the Translate and Puff Hairs Up<br />

brushes alternately worked best for me.<br />

After a couple hours of sculpting, I was happy with<br />

05 the results and I added some clothes which I modelled in<br />

Silo. Making the facial expression really gave life to this work and<br />

for that task I mostly used Move and Nudge brushes and<br />

Transpose tools for posing. I also added some simple geometry<br />

for the eyes and metal p<strong>art</strong>s on the neck.<br />

I have tried a few different solutions<br />

06 for hair and the one that works best for<br />

me is the Shave and Haircut plug-in for Maya.<br />

If you are working in <strong>3d</strong>s Max, that plug-in is<br />

already implemented as the hair and fur system.<br />

Basically, workflow is simple: I made a scalp<br />

geometry which I populated with hairs.<br />

Artist<br />

Showcase<br />

Anto Juricic<br />

I am a self-taught and highly<br />

motivated 3D <strong>art</strong>ist<br />

specialising in modelling and<br />

texturing. I’m very passionate<br />

about modelling and<br />

texturing characters and<br />

creatures. I currently live in<br />

Bosnia and Herzegovina and<br />

I work in the Prime Time<br />

production studio in Sarajevo<br />

as a character modeller.<br />

The Incredible Hulk<br />

ZBrush, <strong>3d</strong>s Max,<br />

Photoshop (2008)<br />

This was one of my first<br />

fully completed 3D<br />

renders and I still like it<br />

today. The main goal<br />

was to test and set up<br />

a pipeline and workflow<br />

for future works. I made<br />

the base mesh in <strong>3d</strong>s<br />

Max, sculpted in ZBrush<br />

and rendered back in<br />

<strong>3d</strong>s Max.<br />

Rendering of hair was a bit difficult and after much<br />

08 trial and error I decided to render hair with Maya<br />

software render, which is quite fast for this task. I also rendered<br />

one additional pass to improve the overall look of the hair, by<br />

adding ambient occlusion rendered with mental ray.<br />

Obama Maya, ZBrush, Photoshop<br />

(2008)<br />

This was my first Maya render. I chose<br />

Mr Obama because of his characteristic<br />

facial features. I’m fairly happy with the<br />

likeness, but mostly I am satisfied by the<br />

overall look, especially the lighting and<br />

shading. I reused this lighting later on the<br />

Frankenstein’s Monster image.<br />

The Greatest ZBrush (2009)<br />

This is a digital sculpture, made entirely<br />

in ZBrush, which served as a great<br />

opportunity for practising the anatomy<br />

of the male torso. I also tested some new<br />

features in ZBrush 3.5 R2 on this project<br />

and it was great fun.<br />

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