Digital Sculpture

Week 1:

Learning the anatomy of a skull:

My first practice model on ZBrush, playing around with the tools:

Week 2:

Learning the anatomy of a nose:

Practicing modelling a nose:

First model:

Edited first model:

Second model:

Week 3:

Learning the anatomy of a mouth:

Practicing modelling a mouth:

First model:

Second model:

Third Model:

Week 4:

Learning the anatomy of an ear:

Learning to model an ear:

Week 5:

Learning the anatomy of an eye:

First attempt at modelling an eye:

Week 6:

Making an eye in Maya

Week 8:

Anatomy of fat pads

Colour and Texture

Making Skin Texture in ZBrush:

Unwrapped export:

Final renders made with texture imported into Maya:

Week 10:

Turning a high-poly model into a low-poly model and exporting into Maya:

High-poly scan:

Made into a low-poly model by using ZRemesher tool:

The model, texture map and displacement map were then exported from ZBrush and imported into Maya. I applied the standard surface material with the skin preset to the model as well as assigning the texture and displacement maps, the subsurface scale was also adjusted to 0.010. Under the Arnold tab in the mesh window, I then changed the subdivision type to ‘catclark’ and changed the iterations to 4 to decrease the appearance of noticeable polygons in the final renders.

The final renders:

Week 11:

Learning how to make expressions

Using the ‘Demo Head Female’ model in ZBrush, I added three layers for three different ‘Action Units’. For each, I used the move tool to give the model a different expression, mimicking the movement of specific facial muscles. After doing this, I could give the model different expressions by adjusting a slider for each layer.

Basic Demo Model with no expression:

Action Unit 1 layer with slider on full:

Action Unit 2 layer with slider on full:

Action Unit 3 layer with slider on full:

Then, under Zplugin>Maya Blend Shapes, I pressed ‘Export Blend Shapes’. This automatically opened Maya, where I could then apply a standard surface to the model and render it.

Expression Renders in Maya:

AU 1:

AU 2:

AU 4:

Assignment 2:

Villain Head Sculpt

I started by sculpting all the basic features:

Then in order to give my villain some more character, as opposed to just looking like a bald man, I gave him a pair of horns and some scars. To give him even more character, I broke one of his horns to make him look more barbaric and added a large scar across his eye.

I then turned symmetry off in order to make him look more realistic by tweaking facial features and adding asymmetrical wrinkles.

Model with added wrinkles, before adding skin pores and smaller details:

I then painted the model and added textures, including pores and some subtle scales to make him look even less human, while still retaining the realism of human facial features.

The final model:

I then imported the model and textures into Maya and made some small tweaks using the techniques we learned in Week 10.

I then made eyes using the techniques we learned in Week 6 and added them to the model.

Final Renders with eyes made in Maya: