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Making Of 'Ronaldo Fenomeno'

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Date Added: 4th April 2012
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After I had done this the upper body was ready to be posed and sculpted. The head was a difficult step because of the face deformation. The upper lip needed to be huge to cover the teeth, which made the face modeling process a little different than usual. I couldn't create user friendly polygon topology at this initial stage so I just dealt with ZSpheres to get a nice polygon flow. For this reason my goal was to create an initial mesh with a good distribution of polygons based on the main volumes. The ZSpheres gave a really funny look to the armature and to the adaptive skin (Fig.04).

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Fig.04

At this point I was happy that the head was ready and had good, workable polygon distribution, so I was ready to start the sculpting process. I created the face sculpture without thinking about the polygons. I just imagined the mesh was clay and had some fun. The process was very intuitive and fluid. The most time-consuming part of this illustration was the face modeling. After four days I had a model that I was satisfied with (Fig.05).

1515_tid_pic05.jpg
Fig.05


I was happy with the result as I thought the resemblance was good and I had a good laugh. The laughs ended though when I saw the boring task that was waiting for me. The polygon topology wasn't good. When I tried to increase the polycount to paint details like wrinkles, the polygons simply didn't have enough resolution where I needed it. So I had some fun with the modeling but was later punished because of the retopology... Ok, I deserved that! I spent about five hours crying and then a couple of hours sorting out the topology. It actually wasn't too painful in the end. In fact it was very productive because with less polygons in the model it meant I could create a better mesh (Fig.06).

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Fig.06





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Readers Comments (Newest on Top)
avatar
Mike on Wed, 29 August 2012 12:46pm
i think i love the creativity imposed onthe pic
avatar
Cristiano on Tue, 22 May 2012 10:04pm
Hey, great work! How did you retopo the rough mesh?? thanks.
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