It was now time to give the general an expression. I wanted the general to have a cruel feeling, but his expression also needed to be natural, not artificial. So I made some subtle changes (Fig.05).
I don't have much to say about the uniform; I just carefully referred to my references and made sure that after I put every single piece back together, it would still look and feel like a German general's uniform (Fig.06).
Ok, so that brings me to the end of the modeling part, so I'm just going to summarize my workflow so far (Fig.07 - Fig.09):
- Start from a simple mesh
- Deform this simple mesh to match the reference
- After getting the correct proportion, use re-topology technique to make wireframe nice and clean
- Sculpt every detail until you get the final result you want
- Give a facial expression
Next I exported a low-poly OBJ, a displacement map and a normal map from ZBrush to Maya. With those three elements, I was able to exhibit a very highly detailed model with just a low-poly geometry. The low-poly geometry gives a clean and simple wireframe. The displacement map gives further detail base on the low-poly geometry, and the normal map gives the final, super-fine detail base on the displacement map (Fig .09).
The light setting was fairly simple. I used four lights - a key light, a rim light and two bounce lights - which gave me the illumination I needed. I gave the rim light a blue color to make the lighting more interesting. The eyes shining under the shadow gave a creepy feeling (Fig. 10).
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