'ZBrush'


Making Of 'Ranxerox Salesman'

by Sebastien Sonet
 

sebastien sonet, ranxerox salesman, zbrush, character

Software Used: ZBrush

Introduction:



My initial idea was to pay tribute to the creators of one of my favourite comic book characters, “Ranxerox”, by Tanino Liberatore and Stefano Tamburini. My approach was to imagine what would have become of this character, years after his famous adventures in New York. I was playing with the idea that he had probably found work – so why not a salesman, given his legendary good mood?


Modeling:



The Head
For the modelling of the head I took a very basic form, created with the excellent Topogun software (currently in beta), from a former model. The model was then imported into ZBrush, and at every level of subdivision I tried to direct the sculpting of the model towards the idea that I wanted to capture his rough side, whilst showing the aging of the character (a double chin, some sagging flesh, etc.), using the reference images that I had on hand as a guide
(Fig.01).


sebastien sonet, ranxerox salesman, zbrush, character
Fig.01

The layers in ZBrush can quickly test different positions and masses, with the possibility of going back at any time so that you can lessen the influence of the layer over the entire model. This actually enables a considerable time gain!

The Body
Various body parts were obtained from meshes, really very simply, and then imported and reworked in ZBrush. The pose was also done in ZBrush with the Transpose Master plug-in, which helps to define a position using all of the subtools that make up the object (Fig.02 and Fig.03).


sebastien sonet, ranxerox salesman, zbrush, character
Fig.02

sebastien sonet, ranxerox salesman, zbrush, character
Fig.03



3DTotal_intro_to_Rigging


Set Design
The modelling of the scene was not too difficult and I don’t have any special tips for this part. Each element was simply created using the box modelling technique (Fig.04 and Fig.05).


sebastien sonet, ranxerox salesman, zbrush, character
Fig.04


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