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WEEK 1

Framestore trip. No class.

WEEK 2

This week we looked at how to model an arm in ZBrush. 

These are the reference images I used to create the arm model so that the proportions and muscle placement would be accurate. I used references from front and side view. 

To start with I used the IMM torso and arm base models to begin building on top of. I used the Clay Build Up brush to apply muscle definition and create the overall shape of the arm. 

 

I focused especially on capturing the Triceps, Biceps, Deltoid and Brachioradial muscles as these are what are typically seen to be more pronounced.   

REF SIDE.PNG
arms-muscle-anatomy.jpg
REF FRONT.PNG
REF MUSCLE.PNG

Below are my arm sculpts. Starting with the IMM Body Parts build.

Front View (IMM) with Reference Image
Side View (IMM) with Reference Image
Front View (IMM)
Side View (IMM)

I then tried a different technique using cylinders to build up the base of the arm. For this I started by molding a cylinder into the shape of the Deltoid muscle and placing it roughly where it is shown in the reference image. I then duplicated this shape three more times to make up the rest of the arm. I then used the move brush and clay build up to sculpt the arm into a more realistic shape like before. Below are my results.

First Cylinder
cylinder arm.PNG
Placing the 4 shapes
Merging the shapes
Creating the Definition
ARM CYLINDER 01.PNG
ARM CYLINDER 02.PNG

Arm Study:

Quick sketch of some arm studies to get thinking about positioning and muscle definition.

armsketch.jpg

Detailed Arm Sculpt with Torso

I then decided to to sculpt the arm again but this time using the references images below to create a more high quality sculpt with more detail to make it a heavy muscular arm and torso. I started with the right arm sand half the torso and then duplicated and merged the two halves together.

Reference Image 01
TORSO REF.jpg
Reference Image 02
My Sculpt:

Shoulder and Bicep:

Upper-arm:

Full Arm Side:

Forearm: 

Full Torso Front:

Full Arm Front:

Full Torso Back:

Hands:

WEEK 3

This week we looked at how to model an leg in ZBrush. 

sh 01.PNG
leg1.PNG

WEEK 4

Modelling the Torso

Starting with a sphere I used the move tool to stretch the shape into a rib cage shape. I used the mask tool and move tool to create the collar bone shape coming out of the shoulder blades. I then pulled out the bottom to create the joining between the ribs and pelvis. I then applied two smaller spheres as the shoulders and used the clay build up tool to connect the parts. I then used the clay build up brush to continue building more shape and definition to the torso. I added muscles as blended the collar bone into to the shoulders better. I finally started the add the smaller details in the muscle definition and smoothed the joining parts. Below is the process from start the finished result. 

Capture.PNG

Reference:

ref.PNG

Anatomy Study:

Torso.PNG
torso 2.PNG

WEEK 5

ZSpheres

This week we looked at how to utilizes Zspheres for blocking out quick anatomy sketches. Below the I used a reference of the head with the main muscles forms showing to try and replicate this using the Zspheres. 

muscles - front view v2.jpg

Here I used a premade Zsphere model of a dragon sort of form to test out how the Zspheres can be used to move and pose a sketch.

Screenshot (8).png

Finally I looked at hard surface modelling techniques within ZBrush using a variety of brushes and tools to make some sort of test armor as seen below. I then used ZRemesher to reduce the polycount.

Screenshot (11).png
Screenshot (12).png
Creature Inspiration Board
Archangel_Of_Death.PNG

Assignment 01

Torso

Reference Images:

TORSO REF.jpg
ref.PNG

Development:

Renders:

TORSO_05.jpg
TORSO_03.jpg
TORSO_02.jpg

Foot

References:

Development:

Capture1.PNG

Renders:

ZBrush Document 3.jpg
FOOT_09.jpg
FOOT_10.jpg

Arm

References:

ARM2.jpg
ARM 3.jpg
ARM1.jpg
ARM 4.jpg

Development:

1.PNG

Renders:

final render 01.jpg
final render 02.jpg
final render 03.jpg
final render 04.jpg

Renders:

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