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Making Of 'Angioletta Giolli'

By Antonio Bonora
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Date Added: 16th October 2009
Software used:
3ds Max, Photoshop, ZBrush
369_tid_Fig.11.jpg
After having collected some pictures of the famous actress Angelina Jolie, I decided to use some of them to help give life to my homonymous creation Angioletta Giolli.

Before starting the modeling phase it was important to take a moment to properly observe the features of Jolie, especially her cheekbones, which are very particular and pronounced (Fig.01).

369_tid_Fig.01.jpg
Fig. 01

Starting from two references – front and lateral view – I modeled the low poly face, imported it into ZBrush and increased the subdivision level by two steps. Then I was able to concentrate on adding details to critical areas of morphology like the mouth, nose, bowed eyebrows, eyes and ears (Fig.02 & Fig.03).

369_tid_Fig.02.jpg
Fig. 02
369_tid_Fig.03.jpg
Fig. 03

During the working process, I was careful to maintain a clean and morphologically correct mesh and to avoid disharmony, in order to permit efficient modeling in ZBrush without too many difficulties. I added loops only on the more important areas, so that I had a more manageable mesh for the modeling.

As you can see, I added only one additional iteration to obtain a density that satisfied me. I obtained the bump map from the diffusion texture (Fig.04).

369_tid_Fig.04.jpg
Fig. 04


Having completed the model, I imported it in 3ds Max, where I rigged the head and neck to pose the subject with a simple rotation of the head (Fig.05).

369_tid_Fig.05.jpg
Fig. 05

 

 
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