Digital Sculpture
Week 1

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




Reference images of different noses, it is important to know the main parts of the nose.
Nose model in ZBrush
First attempt






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






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


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.





Week 3
The mouth
Short exercise to show main mouth muscles using Photoshop.

Reference images



My attempt of making Lips



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


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.


Week 4
The Ear

Exercise to acknowledge the parts of human ear.
My attempt at nose sculpting



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
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Same ear as above just done more curves and made more detailed
Week 5
The eyes


Eyes

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.




Sculpt Villain
Mood board





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




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



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

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





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




Finished model in Zbrush





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.


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

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

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

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.

Here are my FACS layers transfered from Zbrush to Maya



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

Render scene in Maya


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).

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