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Modeling a magic character

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Date Added: 19th December 2014
1972_tid_step8.jpg

Guzz Soares explains the sculpting techniques used in the creation of his stylized adaptation of Hermione Granger.


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This image was based on Fabio Valle's concept art and is a part of a Daily Sketches project that I've been doing over this year. For this sketch I use ZBrush, 3ds Max and Photoshop to get the result that I wanted

Modeling the character

I started with ZSpheres to create a basemesh for my model. From there, I subdivided as needed as I crafted the basic shapes, and used the Move brush to adjust the silhouette. After that, I started to add the basic shapes of the
eyes and mouth.

1972_tid_step1.jpg
Sculpting the character

Modeling the collar

To sculpt the cloth, I created a mask on the basemesh, and then extracted a new mesh from it. I started by making the collar using the Dam_Standard brush to mark where I want to create the collar, and then used the ClayBuildUp brush
to fill it.

1972_tid_step2.jpg
Sculpting the collar

Modeling the blouse

As I did with the collar, I used the Dam_Standard brush to define where I wanted to create the blouse, and used ClayBuildUp to fill it. After that, I used the Move brush to get the silhouette that I wanted.

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Sculpting the blouse

Modeling the tie

From the cloth mesh, I masked and then extracted a new mesh to create the tie. Using the Move brush and Inflate brushes, I got the shape that I wanted. To create the symbol of Gryffindor, I downloaded a black and white image from the internet and imported that image into an Alpha. Then, using DragRect, I created a mask based on that image and used the Inflate brush to sculpt the shape of the symbol.

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Sculpting the symbol of Gryffindor

Modeling the hair

For the hair, I started with a sphere around the head, and used the CurveLineTube brush to draw a line where I wanted to create the strand. After that I used the Move brush to create the basic shape of the strand. Then I used DynaMesh to merge it with the hair.

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Sculpting the hair



Material

The clay material was pretty simple to create. I played with BerconNoise map (a free plug-in) to get some variation on bump map, and I also added a VRayDirt map to get some variation on the Diffuse.

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Working on the clay material

Light and camera setup

I change the light in every scene I make. In this case I used just one light on the top. For the camera, I like to work like real life, so for this piece, I thought a telephoto lens worked best, so I just put 200mm as the focal length (which is basically what I changed from default setup)

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light and camera setup

Final Image

After some color correction on Photoshop, this is what I got.

1972_tid_step8.jpg
The final image

Related links:

Check out the rest of Guzz's character creations in his portfolio
Want to try ZBrush? Find out more here
Interested in character creation in ZBrush? Try our books

 
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