This week we spent our time refining the details of the model and importing it into ZBrush for some high resolution sculpting. Here is the final model in Maya:
This is the initial work done in ZBrush. Essentially, I took the blocked in model, subdivided the geometry a number of times, blocked in the crevices of the major muscle masses, went back down to a lower level of geometry, deleted the higher level of geometry, and subdivided the geometry again. It's a piece of cake!What this allows is to block in the major muscle masses using a deep carving tool, then smooth it back out for further refinement. One of these days I'll try a time-lapse sculpting demo when I get the chance.
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