- WEEK 1 -
To be an artist means to work hard and to develop the skill, to be passionate and work with your heart.
The Module '' Digital Sculpting '' is giving us the opportunity to develop new skill directly connected with the Artists.
Digital Sculpting or known as 3D Sculpting has been done with the help of Softwares which offer tools to manipulate the digital object to create a real-life substance.
ZBrush, software developed by '' Pixologic'', will be the one which we will be using to develop and learn new techniques for sculpting objects.
In WEEK 1 we learned about:
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Methods of developing correct facial proportion, through the abstraction methods of Andrew Loomis.
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Drawing the skull to focus of anatomical proportion.
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Learning the structure and form of the human skull such as the placement of the Zygomatic Arch and how that can help to pin point facial features.
My talent is to draw, so I was learning 10 + years how to have proper vision for drawing, painting with different tools, portrait drawing, anatomy of the face, body anatomy, from drawing real people to fantasy character,I have created my own style. I am really interested in Digital sculpting of human faces and working with the animation of facial expressions.
Examples of my work can be found at :
1. https://www.artstation.com/nikoljulieva
2. https://nikoljulieva.wixsite.com/nikolmanolova
- Exercise 1-
We learned about the anatomy of the face, created an expedition through all the muscles and bones in the skull.
ZBrush
As my first 3D Software for sculpting, it is a completely new thing to explore. It has a lot of features and it has been used for creating a based live objects or imaginative and etc. After my first lecture, I decided to look at the recording and then a begginer tutorial for using ZBrush. The tutorial can be found bellow.
It is difficult for me to easy memorise all the key shortcuts, so I researched about it and found the full PDF document of the shortcuts. This software is very easy to be used because it has everything stored simply and can be easly found. Pixologic provides very clear information about their product.
When I first opened the Software I learned how to create and safe a project. It is from File -> Safe As ; When I tried to safe through Document -> Safe As it saved itself as a pure image, not the whole project, so it is useful only for creating images of your sculpture.
There are a lot of brushes, it is very easy to choose and use a brush only with several key shortcuts. The changing of brushsize is possible, the texture of the 3D object too.
It has a history reverse, when you can see from the beginning to the end of your sculpture, every new thing has been autimatically safed.
The software can run on a computers with medium capasity, it is not a problem. Also, when an object has been sculpted, you can cut the part of it that you do not want to see and see what is inside the object, how it looks and etc.
This is the main interface of ZBrush and my first try sculpting.
- WEEK 2 -
Features: Nose
Our second week was about the anatomy of the nose, every part of it and how to sculpt it in ZBrush.
Here is Exersice 1, where all the elementas needed are described. Here you can see where are the Nasal Bone, Alar Cartliage, Lateral Cartliage, Septum Cartliage, Alar fat, Septum, Philtrum, Columellar - Labial Angle.
The Person's nose is telling that it is a young person because of it's almosdt 90 degree Columellar-labial angle. If it was a child it could be above 9- degree. If it is older it will be lower than 90 degree because the Cartilage does not stops growing with the edge of the human.
Exercise 2 - Sculpting three different noses
First Nose
It took me 30 min to sculpt it, I used three different brushes - Build Up Clay, Standard and Move brush.
Reference images:
This is my first ever sculpted nose, I need to prove a lot. You can see how the septum needs to be improved with the help of the Move brush and etc. My opinion is to sculpt the other two nese and to see my development and improvement with ZBrush because creating real-life based objects is great.
Second Nose:
Third Nose:
- WEEK 3 -
Features: Mouth
Our third week was about the anatomy of the mouth and how to sculpt it in ZBrush.
Here is Exersice 1, where all the elementas needed are described. Through the picture of this old man it is possible bto see all the parts of the mouth.
Sculpting Mouth in ZBrush
Exercise two
Sculpting Mouth in ZBrush. It is hard when I have never been sculpting in ZBrush before. It took me 20 minutes to sculpt this using two brushes -> Standard Brush and Move brush. It still need to be improvede bu subdividing and sculpting.
This has no reference image, I sculpted it by my imagination.
Three of my mouth drawings:
- WEEK 4 -
Features: Ear
Our first exercise for the week about all the parts of the ear. It is straight forward and the ears the same as the nose, never stop growing. You can see where the Helix, Antihelix, Superior crus, Interior crus, Triangular fossa, Tragus , Antitragus, Lobe, Scaphoid fossa and the Interreagic notch takes part in the ear.
- Exercise 1 -
There are all types of different ears and with the time, they grow. So, here are some reference images of different ears.
It is visible how different they all are.
Sculpting Ear in ZBrush
Exercise two
Sculpting Ear in ZBrush for a first time. Overall, it took 20 minutes to sculpt this using two brushes -> Standard Brush and Move brush. It still need to be improvede bu subdividing and sculpting.
Ear Exercise 2
Here are some tutorials about sculpting hears:
- WEEK 5 and 6 -
Features: Eye Part 1
Exercise 1:
Eye references
Eyes are one of the most difficult parts of the face to be sculpted in real life or in 3D sculpting. To start sculpting it you need to start from the inside and then go out. First are very important the eye orbits and from there everything will go well with the Clay BuildUp brush and other adjustments.
Here are some references about the eye.
- Sculpting an Eye -
Reference images of the actress Charlize Theron and her eyes
- Assignment 1 -
Features
- WEEK 7 -
Villain Concept and References
MoodBoard
My presentation of my character through a moodboard is that I want it to be a female believable villain. I want it to be beautiful but the same time the expression to look believable and evil. My aim is to try and represent the evil look of a visious person.
You can see the references of all those villian queens which are cold hearted but beutiful. It needs to look like somewhere between the centuries where they had tortured a lot of people, dressed with gold and heavy crowns and jellwery.
Because the assignment wants it to be realistic sculpting, that is why I choosed a human villian which has evil powers. It can be included as part of the sculpting like if I want a tiny glass going out of the villian's face and ruins it.
The colours need to darken,golden, something mysterious and evil to be part of the whole expression of this figure.
- WEEK 8 -
Villain - Fat
The fat all over the human face helps creating the overall form of it. In different agesw of a person, the fat can grow, can make part of the face look different than when the face was once young. Here you can see some reference images about that kind of fat:
Overall, in this image of a 3D model, are represented the superficial fat pads of the face and the neck. Every different pad has name and it is clearly visible how the fat can makeover the face.
After learning about all those different parts of the face fat, I've done my exercise.
Exercise :
Villain - Part 1
Nose and lips sculpting
I created a project in ZBrush and adjusted my workspace. Then from the LightBox I opened the project with the Head Planes, because of my first 3D sculpting of a whole face, I wanted it to look good and was worried not to do something with the proportions. This is my template - Female Head Plate.
All the brushes that I need are the Standard Brush, Clay BuildUp and Move. These are the main brushes for the sculpting. I used all of my reference images in the Moodboard and started sculpting with the standard brush. It is all subdivided to 3 and also, I used smoothing and sometimes masking.
All the parts of the sculpting the basic forms of the face, nose and mouth:
After the rough material and no subdivided, I did it and worked more on the nose as it started looking like a real one. It is hard even with the Female Head Plate.
And then I started sculpting the mouth which was difficult for me, I am still in progress with it because it looks like a little down and I need to move it up a little, then to outline the form more and probably use more the Clay BuildUp Brush.
Here is some material about the proportions of the female face figure:
Ear sculpting:
The story behind my character
and details about her look
The Evil Queen's story came from my memories years ago when I first saw Snow White and the Hunstman, movie by Rupert Sanders, new version of the old Fairytail for Snow White.
So, I created a storyboard about ideas for hes but now will show you a storyboard on what is is really based this sculpture.
About her character and why her face is this way is because The Evil Queen is a very beautiful but proud and arrogant woman who is secretly dabbling in dark arts. Her character is based on 12th century Queens which have a lot of jewelry and tidy hairstyle but still gorgeous. I have speacial Moodboard about her crown and will explain how it is done.
Moodboard:
Hair MoodBoard
Crown References
The Evil Queen
Sculpting Part 2
Eyes, Hair and Adjustments in ZBrush
1. Eyes
Sculpting eyes is challenging. It took me 2 hours to adjudt them proper using the move brush. What I do is go to Subtool and click to Append just to add a new sphere, when I am done with the eyeball of the eye, I appended the same finished ball. After that I am switching to the sculpture and start sculpting with the brushes: Clay BuildUp, Standard, Smooth, Move. Overall, this is the whole process but it can take a bit longer if we don't know the anatomy of the eye.
I bought one of the books for ZBrush Sculpting Anatomy and that helped me a lot because It can be hard even for an Artist.
After that I worked on smoothing the face and the neck because my Queen is young, probably 27-8 years old. After that I played with the Move brush for creating that evil and cold look for her.
2. Hair
The hair is very simple, I did not used hair brushes for creating the hair, it is all done with the Clay BuildUp Brush. You can see screenshots of the prosess, it is simple but it is hard to create the form of the hair, so first I used high intensity and brush size to build the main form of the hair (with my symetry on) and then with the same intensity and smaller size brush I started creating the look of the hair. So you can see the final model in both ZBrush and Maya because I exported the object.
Here are two tutorials about building a hair this way:
My sculpting:
3. Modelling the Crown in Maya 3D
I don't have high expectations about the crown but it took me 2 hours for modelling it. I Exported only the Head Plate, the final one as .obj and imported it in Maya. It loaded perfect even if I was thinking it will crash. I need the sculpture because I want the crown to be in proper scale for ZBrush.
The crown contains only 5 different elements. Everything that you see is combining them in a different ways. It is all in my imagination even if I have reference, I need it to inspire me not to copy it. The crown became really beautiful part of the Queen and It fits her style perfectly. I created and earings form the same elements so to be identical.
All I can say about the modelling is that it came so complex that I prefered to create it till the end in Maya not adjusting it in ZBrush because it has so many elements that I don't need other adjusting.
I will show you how it looks in ZBrush and how it fits the Queen Perfect.
4. Face
At the end I wanted it to be more realistic so I tried to look how I can do it in ZBrust. I found a tutorial explaining the noice of the figure, this is great but I combined all of the parts of the queen and now she is one object which means if I turn the noice on, the whole figure will be with noice, after this I need to use other brush which rewinds the roughness to zero and it will be very complex.
So I downloaded Alpha Brushes called - Free ZBrush Skin Alpha Brushes Pack
This is the filan prosess:
Finished images of the Sculpture without texturing.
Images from ZBrush.
FINAL WORK:
TEXTURING:
Texturing the Character recreated her look even more. Look the transformation. Everything is done in ZBrush.
FINAL WORK:
The Evil Queen:
Rendering in Arnold without Textures:
Rendering in High Quality
Composing in Photoshop
1. Rendering:
About rendering in high quality Ifound very useful tutorial from Pixologic's Chanel in Youtube and worked with it. It has a lot of advantages about rendering an image. With the Default adjustments from ZBrush the quality is not that useful, so I wen to Document -> scrolled down and changed the quality Height and Width to 6000/3500 and then resized it. Pressed Cntr+N to drag and drop a new model of my model which will be in 3D, before that I zoomed out till the sceen sees the new quality space and dragged the new model. Before exporting in Photoshop I clicked on Actual to see the real size of the image and then exported it.
2. Composing:
The composing in Photoshop is very easy for me because I used to edit a lot of images as a photographer before. I adjusted the lights, contrast and brightnes,The colour tones and etc. Then worked on my renders as Black and white.
See the Reference video for a Good Quality Rendering:
Working in Photoshop:
THE FINAL RENDERS:
Final Renders - Dynamic Poses
Many thanks to this module, I am very happy with my first approach with ZBrus!