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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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