“Wrinkle Head”

December 2, 2008 by  

This is a small task I set myself so I can learn more digital sculpting techniques. The design is of something I found on the website of Carlos Huante, who is an amazing concept artist for the film industry. The particular design I’m working from is good because there is alot of cool details like wrinkles and muscle creases etc and I got to experiment with ways of detailing teeth and gums.

Turntable Movie

Even though it was sculpted in Mudbox I found that for presentation purposes it was better to import the model into Zbrush to render turntables and take screen shots. Zbrush’s “matcap” materials are good for showing off the details while also having the model antialiased.

The Basemesh was modelled in Maya and the UV’s were unwrapped in UVlayout and Maya. Because the poly count is low and the topology is very simple the UV’s were unwrapped without much trouble at all.

It’s very important when you are creating a base mesh for high resolution sculpting, that the polygons are equally distributed all over the model. Otherwise when the model is subdivided there will be areas that have a very dense distribution of polygons and other areas that arent getting enough polygons.

This is bad because it means more subdividing is needed in order to get enough detail in all areas of the model, which means the polygon count and file size sky rocket very quickly and it becomes difficult to manage.

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