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3. Sculpting head - Uvs

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When i tried to create the uvs for the sculpt i encountered this issue in which multiple faces were colored differently. This is a problem that also affects the import in maya as it will create each colour as an object. Thanks to my tutor, to fix this all i had to do was to select mrgb then going on colour and fillup the mesh with one single colour. To create the uvs. Working on the low subed mesh, i went on Zpluging, Uv master then enable colour painting and worked on a clone. Then by using protect as red and attack as blue, i painted the parts that i wanted to not break when unwrapping the head.  After this i unwrapped and flattened the mesh to see the result, i continued to do this until i obtained a better result that i could work with later on, making sure that the seam is not on the face or ears and instead, in areas that could be hidden by hair or clothes. To finish i created a displacement map from the high detail version, that i will later use in maya and substance painter...

2.Sculpting head - Details and remesh

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 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 fo...

1.Sculpting head - Block out

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  As this is my first time using zbrush to sculpt a character i wanted to learn a bit more about the software and get an understanding of how to create a face. Although this was a few hours practice, you can immediately notice all the lumps and distorted shapes around the face and also how high in polygons the sculpt is. This was very helpful for me as i was able to get used to the pen and table and some of the brushes and already have a bit of knowledge of how to create a character's head.  Starting from scratch. With symmetry activated, I used a side view image and a front image of the actor's face as a background, then using the move brush i shaped the starting mesh ball to the shape of the actor's. This helps to get the right size of the head all the way from the beginning.  After this, i increased the subdivisions and using the anatomy images i started creating the base of the skull using the clay brush to buildup and remove mass ,and smooth brushes. I also added an ...

Intro

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  AV2411 Character creation  Johnny Depp  In this module we have to create a digital portrait of an actor using different software such as Zbrush and Maya.   I chose to sculp Johnny Depp as he's one of my favorite actors.  This being the first time i sculpt anything is fair to say everything would be hard to make, however i would start with learning the anatomy of the body, the head in specific.  The skin would be something difficult to make as there are many details like skin pores and wrinkles. I would also need to learn how to make and style hair. To start i collected a series of images of the actor that i will use as references. Images about the anatomy of a human head and arms, and as this is a portrait i definitely needed multiple angles of  the face.