Flipped Normals Bust

 Flipped Normals Sculpt and Render

   CAGD 250


    For our final assignment, we were tasked with sculpting a bust of a humanoid character. To accomplish this, I follow very closely with a standard modeling guide on human faces. After creating a base model head, I worked off images of a Native-American man posing for a portrait to sculpt as a bust. While I wasn't able to capture the full detail of the image, I am happy with how my bust turned out.




Using the Move tool, I was a able to quickly edit basic dimensions of my character. I also regularly used the clay build-up tool to add detail and layering. Once I was mostly satisfied with the bust, I exported to Maya into our flipped normals lighting scene. After this, I rendered out images of the bust, as well as my turntable images. I moved these images over to Adobe Premiere Pro to sequence the individual images into a video.



    Looking forward, I plan to use what I've learned while modeling and sculpting within ZBrush Core Mini to further improve my ability to draw more detail while sculpting. While I am happy with what I was able to accomplish, I still find myself struggling immensely when it comes to finer details such as hair and pores. I hope to hone this eye as I continue to work within ZBrush and its other components.

    While I don't plan to continue modeling and sculpting professionally, I have found that it can be a relaxing pasttime, and that the skill opens up many other opportunites once a model is made. This can only further improve my comfortability in handling all aspects of game design.

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