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Project Overview: Nina from Black Swan

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(Score 4.96 out of 5 after 26 Votes)
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Date Added: 7th August 2013
Software used:
1761_tid_imgfinal.jpg

Hugo Guerra captured the grace and beauty of Natalie Portman's Oscar-winning performance in his latest piece.


Introduction

Nina was the final exercise in my ZBrush Foundation class at Odd School, Portugal. For this exercise we were given the assignment of reproducing a full character illustration with ZBrush of a movie or game character. I wanted to pick a graceful female figure and to that end, the character Nina from Black Swan seemed like a great choice.

Sculpting

For this image, I picked a pose you can't really see during the movie but that is pretty common in ballet. I used a cosplay picture I found on the internet and sketched over it a bit over to understand the gesture of the ballerina. Since the body types of the cosplayer and Natalie Portman in the movie were very different, that was about all I could use that image for. The lack of reference material definitely caused the biggest challenges in this image.

As usual, I started with ZSpheres and tried to keep the sculpt symmetrical for as long as possible. I always try to get the shape right with the least number of polygons possible.

Based on the previous lazy gesture study, I started working on the main volumes and overall direction of the muscles. The arms and hands provided the biggest challenge, being stretched back and relaxed in a graceful pose at the same time. Understanding the flow of the body is vital, especially in such an image where the pose is so important.

Her body proved to be a challenge too, thanks to her very slender, yet muscular build. Finding the right balance was really hard, but probably the most rewarding challenge in the whole process.

I mostly used the Clay, Clay Buildup, Damian Standard and Pinch brushes for the organic forms.

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Achieving a graceful, ballerina-like pose was challenging, but rewarding


Since the character is really young and the image was planned to be 2k pixels tall maximum, I didn't waste much time on small details such as wrinkles and pores. I just added a little noise to slightly break up the uniformity of the skin.

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A young, small character doesn't require as much skin detail as a larger, older one



continued on next page >

 
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Readers Comments (Newest on Top)
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Prometenn on Tue, 13 August 2013 12:32pm
Great making of!
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