Canít figure out how to do the hair properly. Sorry Hit Girl, this might be the end of you.
This is really cool! The style reminds me immediately of Lovis Corinth.
"If everyone is thinking alike, then no one is thinking." Benjamin Franklin
"Whithout music, life would be a mistake." Friedrich Nietzsche
Echoing that I would really like to see a breakdown and maybe even a turntable. I'm having real trouble visualizing these as 3d at all!
So here's an attempt at explaining my workflow. It was done fairly quickly so pardon any flaws. Video (timelapse) below.
So first off is the reference. In this case it's concept art from Dishonored, which in my opinion is some of the best videogame
concept art I've ever seen. In the video below you can see that I use a colour palette. There is a website called http://www.colorexplorer.com/ where you can upload an image and it'll automatically extract a colour palette which I then
Spotlight Project onto a seperate cube or plane.
Once you have those you just load them into spotlight for reference. In this case I used a basemesh by Z-Bro:
I then adjust the major forms in subdiv level 1 using the move brush, then divide 2 times with smooth turned off and then divide up to level 6 with smooth turned on,
which is brings it up to ~1.5 million polys.
Using the reference I sculpt the facial features, using the 'clay buildup' brush, focal shift at 0, without really cleaning up the surface so I can maintain a 'textural' feel.
If you feel like it's getting too bumpy, just use the 'trim dymanic'.
For the painting I use the standard brush with only RGB turned on, also using a square alpha.
If you have any specific questions, please let me know. I'm just a guy learning this stuff as I go along,
so I'm not that good at explaining it.
excellent! i thought you were just doing paintovers in 2d. great technique!
Great stuff! You dont usually see painterly looking 3d models, but there you go!
Awesome! Thanks so much for the video.
Matt "Chief" Flesher
A tribute to my favorite composer.
I wanted to upload this because it shows that even though you might be struggling in the beginning, if you keep trying, it all turns out ok.
Even though I didn't really get the likeness in the end, I'm still kind of happy with the result.
yes! this is exactely what makes success. very good idea to share this, thank you ... the likeness is there, maybe one problem you had was that you did not have (naturally) images from same age and different views. you got pretty decent likeness to the reference you started with :-)I wanted to upload this because it shows that even though you might be struggling in the beginning, if you keep trying, it all turns out ok.
Thank you . I only found one real photo and in the paintings his face is a lot longer and sharper. It looked pretty accurate in zbrush, but I didn't think to adjust the focal length of the camera in Blender to match the one in zbrush, which makes a big difference in distorting the proportions. Live and learn.
yes, the focal length,,zbrush has standard of 50, which you can change in the draw menu when you have an object active for sculpting on the canvas. for portrait works 50 is too small, since portrait fotograph is often between 80-100. i always sculpt in the focal length i intend to use for render, and for portraits most of the time 100... did you notice also, that models sculpted in zbrush, and rendered in cycles appear less defined under cycles than in zbrush viewport? (when using the basic material for sculpt, and standard settings in zbrush)...
i bet the painters took some freedom, and may be it was the wish of the one who commisioned the portrait to make the face look "more elegant"... i think you did a great job with such difficult reference material. :-)