2.Sculpting head - Details and remesh

 I continued to give the hair, volume and detail using the clay and standard brushes. I also started to refine other facial details like the wrinkles and the shape of the lips. The bottom and top parts of the eyes were a little complicated so i had to spend more time to try to get them as close to the actor's as possible. 



When i was content with how the face was looking i continued to increase the subdivision more to add the smaller details like pores and skin textures, this was done by using already made skin and pore brushes. Brushes like these are very helpful as they speed up the prosses, if i didn't like how something looked all i had to do was to smooth it and re-do it. 

Once i reached a point in which i believed i couldn't do much more to make it more realistic, i decided to deactivate symmetry. This should only be done towards the end as from here onwards nothing will look the same on the other side. I used the move brush to make the mesh look more like Johnny for example the smirk and some wrinkles that are more noticeable on one side. as he is smiling, i also had to move up one side of the nose a little more.


After i took a break from working on the sculpt and working on other assignments, i noticed some parts could be moved around to be more like Johnny's, so i kept using the move brush and the inflate brush to give them a more similar shape, as you can see on the area around the eyes, cheekbones, the nose and even the bigger wrinkles. I also added other details like the lips textures.  
As the hair is going to be created using Xgen in Maya, i had to remove the sculpted hair from the mesh, i could have avoided this if at first i extracted it and then made it a separate mesh that i can turn off and on. To remove the hair, on the geometry tab i can change the subdivision levels. One by one i smoothed the hair out back to the beginning. Although you can see a line that separated the hair from the face, it doesn't bother me too much as the hair will be covering it.

The next step now was to retopologies the face, so the polygons flow the way i want them to, and at the same time reduce the poly count. To do this i used the zremesh brush, and marked the direction of the topology using lines that placed across the face, This is something that is done better with symmetry on. Once i remeshed it i was left with clean topology and a low subdivision mesh. Although i lost a lot of detail when i remeshed it, i can project them back onto the low subdivision mesh using a high detailed duplicated version. This is something that i did, to add as much detail as posible to a low subdivided mesh.










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