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Modeling

I begin working in ZBrush, drawing inspiration from characters in other classic paintings in terms of poses, skin color and shapes, while trying to bring a modern style to the face and a semi-realistic contrast. In comparison with the background and environment I decided to make my character slightly ugly. This was to increase the two opposing sides of the painting: beauty and ugliness.

I always export a base mesh from Maya in ZBrush and render a displacement map for each object. For the tree I decide to use ZSpheres because of the quite organic shapes. I used some alpha I'd created myself in Photoshop for the sculpting in ZBrush.

The background in ZBrush was the terrain, and rocky/herby ground that is so typical of classical paintings because of the Italian/Roman landscape. Modeling the ground was quite tricky. Finally I added some props like leaves, grass and rocks to give the valley some more details (Fig.11 - Fig.19).

144_tid_image_11_character_model_mesh.jpg
Fig. 11

144_tid_image_12_model_mesh_close_up.jpg
Fig. 12

144_tid_image_13_foot_model.jpg
Fig. 13

144_tid_image_14_humanioid_character_figure.jpg
Fig. 14


144_tid_image_15_hand_model_mesh.jpg
Fig. 15



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