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Making Of 'Chesney Baker Caricature'

By Shannon Thomas
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Date Added: 9th December 2009
Software used:
Maya, Mudbox
905_tid_final.jpg
Hey all, in this tutorial I'm going to show you how I created the final render of my Chesney Baker caricature. First thing, I got the inspiration to do this piece after looking through "Stars," a book of caricatures by the very talented Sebastian Kruger; you should definitely check it out (www.krugerstars.com).This is not my original concept. It is based on one of his drawings.

This is going to be more of a demonstration on my general approach and workflow. All of the actual sculpting was done using Skymatter's awesome new modeling program, Mudbox (www.mudbox3d.com). Since this program is still in beta testing, I can only show so much. Also, when I work, I'm not trying to re-invent the wheel, I use what works for me. My workflow is setup to spend as much of my time sculpting the model. When it comes to rendering, I think it is most effective to render out passes separately and composite them in post. Ultimately, there are many ways to approach your work; I'm not saying that mine is the approach that you should take; it's just what works for me. Try a bunch of options and find what you are comfortable with and what works for you.

Okay let's get started. So going into this project I knew exactly what I wanted as an end result which was a front view render, not photoreal, more of a casted maquette look, kind of like a bust. Knowing this allowed me to focus exactly on what was going to be seen and saved a lot of time in the end. I think that it is extremely important to know what you are trying to accomplish ahead of time. It really allows you to focus on the end result and spend the greater part of you time specifically on what is necessary to reach that final look.

I started by creating a low resolution base mesh in Maya based on Kruger's Drawing and just roughed out the exaggerated proportions. I wasn't focusing on anything other then the major structure and silhouette. The exact positions of the eyes, lips, nose and such would be adjusted later in Mudbox.

905_tid_Reference_Setup.jpg

The clothing and hair were also done first in Maya as separate meshes. I'm like box modeling so it wasn't hard keeping this model all quads for the Mudbox import.

905_tid_Base_Mesh.jpg


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