![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_AFP6Gu1Wgkq4GcrXaz0PTU-MQ1M5xl3nHyQok6aFEWQtb9q1oEVk4xzwuaH666lGpG3wD_RBaQtWlciENUKzjBmgYyoUYc1AEMdXk4fdE7bBQvJLAuJ64DQPsHFethUBTgpw_1mtGaR-/s400/bust.jpg)
Tuesday, March 22, 2011
Bust-a-Move
With my business deadline today and out of the way I decided, let the weeks of intense zbrush practise commence. To start of I decided I would do a bust of character using my new next gen character workflow. I started with a quick zsphere mock up, before making an adaptive skin and starting to sculpt. I'm coming up with the concept as I'm going and I like how its looking at the moment. I may take the time now to do some quick sketches on top of these images in photoshop to plan out a few ideas. I may also open the mesh up in maya to sculpt extra subtools around the mesh before importing and appending then in zbrush to detail them. Once I have my finished hi poly bust, I am going to paint the texture using a combination of polypaint and photoshop. Then I will open a mid level obj into maya (I reckon I can do up to about 134k faces as I'm not moving it) then I will sculpt the low res mesh around it. Then I will bake the normals, ambient occlusion, diffuse and a cavity map using xnormal.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_AFP6Gu1Wgkq4GcrXaz0PTU-MQ1M5xl3nHyQok6aFEWQtb9q1oEVk4xzwuaH666lGpG3wD_RBaQtWlciENUKzjBmgYyoUYc1AEMdXk4fdE7bBQvJLAuJ64DQPsHFethUBTgpw_1mtGaR-/s400/bust.jpg)
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