Glauco Longhi shows how he develops his amazing portrait from a real-time scan, refining the details in ZBrush and sculpting the leather jacket...
This project started as a ZBrush
demo for Jeffrey Wilson's class on how to clean up a scanned head, done by my friends at 3dscanstore
. I decided to take it further and re-texture it, refine the details and change the sculpt a bit, hand sculpt the leather jacket and study real-time shaders/light/render.
I started cleaning the raw data using the Clay brush with Alt pressed (ZSub), and the Smoothing with a tweaked algorithm (hold Shift, click, and then hold with the pen, release Shift, and there you go). This smoothes out the topology without changing the overall surface too much, and also removes all those stars and triangle points that you get using DynaMesh.
I duplicate the head, set a Morph target and then re-project all those raw details back onto the mesh. With the Morph brush, I can just remove the necessary areas. Actually this process helps if I just want to get rid of something specific, for instance, in this case I re-sculpted all the micro surfaces and some small forms to make it more interesting.
Re-projecting and re-sculpting details on the head
I love sculpting pores and these kinds of details. I don't think that it's boring or whatever, but maybe it's because I've been doing it for the past years in traditional sculpture, mainly by hand without using alphas or stamps.
Anyways, this is a small breakdown of how I approached those details, variations and pore directions.
I used the Standard brush with dragrect mode for those alphas, DamStandard to carve fine wrinkles and Inflat to give it more weight and a feeling of gravity. For specific pores like positive details, I tended to use the dragdot mode and change the size of the brush manually.
Creating pores in the head mesh