Rigging and Creatures FX

WEEK 1

Framestore Visit

WEEK 2

Modelling an arm

This week we try to sculpt an arm by using some reference. To scalp an arm need to following steps:

  1. Block Out the Basic Shapes: The best way is start by creating a basic block could be cylinder or cube. By using ZBrush’s primitive shapes or create a base mesh using ZSpheres. I prefer first method when I have more control of the shape. Below some basic blocks how to approach mentioned method.
  2. Refine the Anatomy: This is quiet advance step where sculpting the major anatomical landmarks: the shoulder, upper arm, forearm, and hand. Same as before is best way to find good reference:
  3. Add Details: When hand is ready you can use inflate brush for veins or dig inside to define more muscle definition, veins, tendons, and bone structure. Other brushes also works well: the Standard, ClayBuildup, and DamStandard.

WEEK 3

Modelling a leg

Few steps to build a leg:

  1. Block Out the Basic Shapes: Same as previously with an arm. The best start is by by creating a basic block or cylinder shape that represents the general form of the leg. Using both Zsphere or ZBrush Primitives. I started my leg with cube I divided subs and start applying mesh on the corners by using clay build.
  2. Refine the Anatomy: Sculpt the major anatomical landmarks of the leg, such as the thigh (femur), lower leg (tibia and fibula), and foot. The hardest is to look for the proportions and muscle structure. The best way is to use some referenceor anatomy books to guide your sculpting. I used Atlas of Human Anatomy for the Artists.
  3. Add Details: Begin adding smaller details to the leg, such as muscle definition, tendons, and bone structure. Using a variety of brushes: such as the Standard, ClayBuildup, and DamStandard brushes, to sculpt these details.

WEEK 5,6

Torso Sculpt

  • Prepare your reference: Gather reference images of the torso from different angles. This will help you understand the anatomical structure and proportions as you sculpt.
  • Start with a basic shape: Begin with a basic primitive shape, such as a sphere or a cube, to establish the overall form of the torso. Use ZBrush’s DynaMesh feature to allow for easy sculpting and manipulation of the mesh.
  • Block out major forms: Use various sculpting brushes, such as the Clay Buildup, Move, and Standard brushes, to block out the major forms of the torso. Focus on establishing the ribcage, waist, and pelvic area.
  • Define the muscles: Refine the sculpt by gradually adding more definition to the muscles of the torso. Pay attention to the pectoral muscles, abdominal muscles, obliques, and back muscles. Refer to your reference images to ensure accuracy.
  • Add details: Add secondary muscle groups, such as the intercostal muscles and serratus anterior, as well as other anatomical details like the sternum and clavicle. Sculpt the forms of the muscles and tendons to create a more realistic appearance.

WEEK 7

Torso

 

WEEK 8: QUICK RIG- ADDING EXTRA BONES

For this week we remodel human and use Rig using Maya’s Quick Rig system.
Later by opening the Joint tool options, choose projected centering.
Next step was to Insert move joints in pivot mode and name joints
Toi make this correct need to create  4 joints for each fingers and the thumb
To incorporate the fingers into the human Ik Rig, click Skeleton icon at top

WEEK 10

 

Assessment 1

For my assessment, I choose to sculpt the arm, leg, and foot. I started with an arm. By creating 3 separate bits and using the image plane. Firstly, I created 3 bits and by using a polished brush I was trying as close as a possible image plane. I also use the move; clay build and knife lasso to catch the shapes below. When they were ready, I connected all parts and apply mussels to my sculpt. I found a bunch of different pictures with the anatomy of arms online and use them to create the best possible sculpt.

 

 

I was trying as close as a possible image plane. I also use the move; clay build and knife lasso to catch the shapes below. When they were ready, I connected all parts and apply mussels to my sculpt. I found a bunch of different pictures with the anatomy of arms online and use them to create the best possible sculpt.

 

 

ASSESSMENT 2

For my assessment I decided to create sort of Devil Creature. I made this without any reference. For proportion I used anatomy images from the internet. Model has been made without templates. All parts I created from Sphere, Cubes (legs and arm).

Made mussels from scratch. For each parts I used images from different perspective.

For textures I uses Alpha Brush and by choosing one of the default brasses I create patterns on the creature. For wings I used smaller Brush size and same effects but with different colors and positions.

Side View:

Back View:

Front:

 

3 Dynamic Poses + Wireframe: