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Making Of 'Skullhead Mobster'

By Harshdeep Borah
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Date Added: 9th December 2009
Software used:
Photoshop, Maya
678_tid_skullhead02_1.jpg
Hello My name is Harshdeep Borah. I'm originally from India, but did my CG studies from Vancouver, Canada. I am sharing my knowledge of how I made my latest character SKULLHEAD MOBSTER. I don't intend this to be an indepth tutorial, but more over a 'Making Of'. And I assume you have a good knowledge of your favorite 3d or 2d software.

Starting off

I got inspired for this character when I saw a sketch somebody did in my life drawing teacher Stephen's sketchbook. It just clicked me and I thought of making it in CG. As always for my any project, I started off collecting some real life reference images and doing some research on how a human would look if his face skin is dried into the skull. Also I wanted to show the sheer power and confidence on his face. So what came in my mind was mobster. So I thought of mixing both the ideas and make it him as a Mobster. Here are some images I collected for inspiration.

678_tid_refrences_1.jpg

Modeling the Skullhead

I started off with box modeling the head in Maya. I paid attention to the bone structure humans have, and also how the muscle flows. Then thought of how if skin dried, would look on the face. But I had to maintain the basic form of the human head. Then I modeled the basic polygon mesh for his clothes and hands. I wanted him to be in relaxed position and not in very T-Pose, because its always better to model the character in the closest pose your final render will be. So that you don't have to fight with rigging to reach you character from one extreme pose to another. I try to keep my polycage fairly simple and lowpoly, then export it into zbrush as .obj format and do a lot of tweaking and then import it back in Maya.

678_tid_wireframe_head_1.jpg

 

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