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Digital Sculpture

Week 1

done.jpg

Bones

External Auditory Meatus (earhole) 

Cranium (egh shaped)

Zygomatic Arch (cheeckbone)

Gonial Angle (angle of the jaw)

Temporal line (temples)

Nose

Muscles

Masseter

Temporalis 

Week 2

Nose 

Reference images

nose.png
01-melissamundall-nose-drawings.jpg
3-1.png
image_4710-Human-Noses.jpg

Reference images of different noses, it is important to know the main parts of the nose.

Nose model in ZBrush

First attempt

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For my first try I chose to model a small and smooth nose. For reference, I looked into my classmates. Used mostly Move (B+M+V), Smooth, Standard (B+S+V), DamStandard (B+D+S)

Second attempt

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Here is my second attempt.

For this one I used a reference of middle aged man's nose, it was quite large and bulky, with straight bridge, wide wings of nose and a round 'bubble-looking' tip.

Used same techniques as above.

Third attempt

nosissis.JPG
nosis5.JPG

Third attempt and, I believe, by far the best of what I have done. 

It was a bit challenging to get the bridge and the nose wings. Used only with a side reference.

nosis.JPG
nosyte.JPG
nosyteee.JPG
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nose1.JPG

Week 3

The mouth

Short exercise to show main mouth muscles using Photoshop. 

mouth muscles.jpg

Reference images

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800wm.jpg
muscles_face72.jpg

My attempt of making Lips

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These are my first lips that I've made during the lecture. Making the lips was quite a challenge in compare to the nose. 

I used 'BDS' 'BMV' and 'BST' Zbrush brushes to achieve this.

Second attempt

lips3.JPG
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Here are the lips that I have done in my spare time at home. I am really happy with the result. For techniques, I followed Angus tutorial on Blackboard and mainly used move, standard, BCB and smooth brushes.

lipssubmit.jpg
lips1.jpg

Week 4

The Ear

ear.jpg

Exercise to acknowledge the parts of human ear.

My attempt at nose sculpting

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To create human ears you need to follow a few steps.

  • Mask out an abstract shape of the ear and move it out to create a basic shape which you have to sculpt afterwards.

  • Sculpt the various parts with BDS, build structure with BCB and most importantly use smoothing brush.

Improved ear

ear (2).JPG
ear1.JPG
ear2.JPG
earsubnmit.JPG

Same ear as above just done more curves and made more detailed

Week 5

The eyes

DigitalSculpture_Eye_Exercise copy.jpg
skull.jpg

Eyes 

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The eyes were the trickiest, however, the most fun to do.

Used all the same brushes and techniques as listed above. The eyeball has ToyPlastic material on. 

For the wrinkles I mostly used Clay build up and Smooth and carved some lines with BDS.

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Sculpt Villain

Mood board

I+have+faith+lex+will+turn+out+to+be+a+_
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I am going to create a psycho killer with open wounds on face, probably destructed mouth. My inspiration is mainly the movie Split about a scary guy with multiple personalities, he's psycho.

Main features will contain a strong face features, jaw, angry eyebrows and bald or little hair, big ears. 

Wounds & Scars 

Mood board

ee00cdc1d5ffe365df369c2c83a31c0f--battle
zb_000572.jpg
ee1e183d172feebc090a2a7afef28137--my-war
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I had an idea to make my character with a destructed mouth, I was looking for inspiration when these images of people injured during World War caught my eye. 

I will try to do a similar wound to my character, however, it won't be as large as in these images. However, I will use these for reference.

Vilain

I am going for a destructed mouth look, this is my progress so far. I still have to model the ears, head shape, neck as well as hair and other details. 

I'm a bit concerned that my girl looks like a man, therefore, I will change her head structure more, lift her cheeks and make her chin smaller, face more narrow

mygirl2.JPG
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Idid the teeth by putting in a cylinder in my project, cut it with TrimCurve brush in half and put it into my character's mouth.Then using a reference image of human teeth modelled the teeth onto my cylinder mainly with DamStandard and ClayBuildup and Smooth

Week 10

Face fat

Short exercise to shade main face fat parts on the skull

kaukope.jpg

Villain

Texturing

For texturing I got a face map, imported it and started to draw his skin on.

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This is the image that I have used, however for the eyes and scars I will use other images.

Week 11 

Submission of Villain progress

This is so far what I've got. There is still much work to do 

Skin colour and structure (wrinkles, pores) need adjustments

Teeth needs work done

The eyes needs more attention, he looks cross eyed and low quality in general

I need to add hair

Need to add and define the mouth wound

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Finished model in Zbrush

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Here is the finished model that I have made in Zbrush. I am please with the scars, ears and under eyes. They look scary as I expected. However, I'm not very happy with the eyes, they look lifeless to me, nor the eyebrows or his hairs. That could have been improved.

I'm not happy with the active points, after getting the number from 1.5ml to roughly 300k the quality was significantly lowered as well. 

I did layers as well, I did almost all of the layers except the ones that had to do with big lip motions as my model has his mouth already opened with no chance of clossing it so far.

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I used Decimation Master to lower the active points of my model so I could export it to Maya for a nice render or animation. Using this plug-in my models active points went from 1.5ml to just over 300k. The quality was a bit lowered since I decimated the model twice but it's just what we had to do.

We have learnt about Facial Animation Coding System (known as FACS) which could be described as a system of various coded facial action units who helps to identify different expressions. Here is my example of layers, each different AU is a slight facial movement. For instance, AU6 cheek raiser or AU12 lip corner puller.

Uploading to Maya and rendering

Neutral_better.jpg

Here is my final scene rendered in Maya - a neutral facial expression or AU0 (in FACS coding system).

That means that all facial muscles are relaxed, not showing any emotions.

I choose a brick wall background and used 3 types of spotlights: a few light yellow lights to lighten up the scene and two coloured - vibrant pink and blue lights to give my render a bit of charm.

Dynamic pose 

Angry_better.jpg

A full render of my villain in a dynamic pose showing anger.

FACS used to achieve this pose:

AU4 Brow Lowerer , AU5 Upper Lip Raiser, AU7 and AU23 Lip Tighteners

Screenshot 2020-01-16 at 21.45.46.png

What has happened to me before, I left the tif texture image file in Zbrush document folders and when I switched computers and my model in Maya was without texture.

So I here is the fixed and updated texture in Hypershade.

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Here are my FACS layers transfered from Zbrush to Maya

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I decided to do a couple of animation with the dynamic pose task. I have done two render sequences and to achieve that I used keyframing

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Render scene in Maya

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Before rendering it is important to set the right render settings, image format to jpeg, set quality, Frame/Animation ext, set and end frames, image size (if applicable).

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To make my render sequence into a little animation I use Final Cut Pro X. 

I put all the render sequence images into my project, select them all and change duration to match 24fps and export the master file.

Dynamic pose animations

Rage and anger

Fear

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