Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2
Making Of 'Eyes Wide Open'

By Baolong Zhang
| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star none
(4 Votes)
| 33581 Views
| 2 Comments
| Comments 2
Date Added: 3rd May 2013
Software used:
Photoshop, Maya, ZBrush
1712_tid_EWO.10.jpg
I'm an artist working in the video game industry, and have been a 3DTotal visitor for almost 10 years now. Here is my first tutorial; I hope you like it.

I have always had a passion for traditional art, and always try to approach it with 3D tools. I did this work with ZBrush, Maya and Photoshop (Fig.01).

1712_tid_EWO.01.jpg
Fig.01

First, a little bit about the inspiration behind this piece. I was totally moved by an Israeli movie called Eyes Wide Open and decided I wanted to use what I'd seen in my latest work. For me good artwork needs emotional support.

Then I started building a basic concept and mood board, mostly consisting of screenshots from the movie. I decided to start with the man with the beard. I used a base mesh from a previous work, and then moved into ZBrush, which I mostly used for this work (Fig.02).

1712_tid_EWO.02.jpg
Fig.02

I didn't really want a super-likeness for him, but decided to focus more on his expression. I paid quite a lot of attention to his eyes and you can see the model of these in Fig.03.

1712_tid_EWO.03.jpg
Fig.03

Then I moved on to the face, where almost all the detail was sculpted. I then exported quite a high res model, around 500K. I could have used the Displacement map for details, but I find it's always a headache getting it to look exactly like the original high res model. As I've got quite a good PC, I decided to just use the high res model instead. For the tiniest details I used a Cavity map from ZBrush as the bump; it was enough for me (Fig.04).

1712_tid_EWO.04.jpg
Fig.04


The next challenge was the hair and facial hair. I thought they were quite important features when it came to showing his identity, so I had to focus on attention to detail (Fig.05).

1712_tid_EWO.05.jpg
Fig.05

next page >
 
1 | 2
Related Tutorials

Tutorial

Gallery Image.



Keywords: Bane, ZBrush, Character, Maya, MARI, Photoshop, UVLayout, V-Ray

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (2)
Comments 1 Views 7018

Tutorial

Gallery Image.



Keywords: ZBrush, Character, Sculpting,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 0 Views 4591

Tutorial

Gallery Image.



Keywords: Project overview, Alice in Wonderland, Scene, Character

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 0 Views 3410

Tutorial

Gallery Image.



Keywords: ZBrush, Photoshop, Project, Female, Character

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 0 Views 4696
Readers Comments (Newest on Top)
avatar
(ID: 245071, pid: 0) Leslie on Mon, 13 January 2014 3:02am
Great tut! I'm curious how you created the coat and hat materials in Maya?? Very realistic!
Add Your Comment