Making Of 'Sailor Girl'

When I start a new artwork I always do an extended period of research, so I can have some ideas to start the modeling process. The general idea for this piece - the pinup - came from searching from finding these references (Fig.01).

Fig. 01_pinup_girl_refrences

Fig. 01_pinup_girl_refrences

I started the modeling with a simple base mesh and I worked on the general volumes and anatomy of the "T" pose. After that, I posed the model to fix and clean up the anatomy of the body (Fig.02).

Fig. 02_female_model_pose

Fig. 02_female_model_pose

I modeled the general form of the hair by using a cylinder. I took it and then "drew" the shape and added some edges. Then I deleted the extra polygons to get the general shape, and extruded it a bit to complete the length of the hair. Finally I used the "solidify" modifier to add some volume.

I repeated the process a couple of times to form the braids of the hair (Fig.03 & Fig.04).

Fig. 03_modeling_hair

Fig. 03_modeling_hair

Fig. 04_modeling_hair_effect

Fig. 04_modeling_hair_effect

After I'd finished the hair, I started to model the cap. The details made all the difference, so I spent a lot of energy on them. The emblem was the main ornament of the cap and so I modeled some parts of it separately so I could work on it more easily in ZBrush. Then I made the whole base of the cap (Fig.05 & Fig.06).

Fig. 05_modeling_hat_emblem

Fig. 05_modeling_hat_emblem

Fig. 06_modelling_captain_style_hat

Fig. 06_modelling_captain_style_hat

I sculpted all the sewing and drapery details of the cap in ZBrush. Then I did the shader in ZBrush, which I will show later (Fig.07 & Fig.08).

Fig. 07_hat_render

Fig. 07_hat_render

Fig. 08_hat_textured_render

Fig. 08_hat_textured_render

With the cap finished, I started to detail the hair. I used the Slash 2 brush to sculpt it.
Here is the final result of the cap and hair (Fig.09 & Fig.10).

Fig. 09_female_pose_head_back

Fig. 09_female_pose_head_back

Fig. 10_female_head_pose_front

Fig. 10_female_head_pose_front

When I pose a model I always take special care with the line of action, especially when it is a female character. The focus in this particular case was to transmit joy with a little bit of sensuality (Fig.11).

Fig. 11_female_crouch_pose

Fig. 11_female_crouch_pose

Even though this artwork was a still pose, I made sure that the pose was good to the eyes from every angle. As a result I learned more about anatomy and posing (Fig.12 - Fig.15).

Fig. 12_female_pose_squat

Fig. 12_female_pose_squat

Fig. 13_smootehed_render

Fig. 13_smootehed_render

Fig. 14_female_pose_side

Fig. 14_female_pose_side

Fig. 15_shaded_pose

Fig. 15_shaded_pose

After I'd finished the modeling in ZBrush, I made a simple test of the composition of the image to make sure I was going in the right direction (Fig.16).

Fig. 16_texture_low_poly_render

Fig. 16_texture_low_poly_render

After a couple of tests, I end up with a result that pleased me. Then it was time to start to paint the textures and make the shader (Fig.17)

Fig. 17_texture_materials

Fig. 17_texture_materials



Once I'd finished the shader and textures, I started the final composition. I made same passes to better compose the image (Fig.18 - Fig.20):

  1. Diffuse pass
  2. Background pass
  3. Glow pass
  4. 1,2 and 3 together
  5. Back light pass
  6. Fill light 02 pass
  7. Key light 03 pass
  8. 5, 6 and 7 together
  9. Alpha pass
  10. Specular pass
  11. Ambience color pass
  12. Noise pass

Fig. 18_female_pose_step_1_to_4

Fig. 18_female_pose_step_1_to_4

Fig. 19_female_pose_step_5_to_8

Fig. 19_female_pose_step_5_to_8

Fig. 20_female_pose_step_9_to_12

Fig. 20_female_pose_step_9_to_12

I used the MRGBZ Grabber to create Depth of Field. It is very simple to us; just select it and then click and drag a rectangle to choose the area where you want to make the depth. The image is then generated and you can export it on the alpha palette in ZBrush (Fig.21).

Fig. 21_tool_bar_Shader

Fig. 21_tool_bar_Shader

Fig.22 & Fig.23 show all the passes together.

Fig. 22_final_render_portrait

Fig. 22_final_render_portrait

Fig. 23

Fig. 23

Conclusion

I would like to thank you for reading this Making Of. I would like to thank 3DTotal too for the opportunity to show a little of my work.  If anyone has any doubts or questions about this Making Of or any of my other works then feel free to contact me. I have a blog where anyone can see and criticize my work, so feel free to do it so we can share knowledge and experiences because that's how we all evolve as artists. Thank you very much!

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