ZBrushCentral

DEXTER / Michael C. Hall - Zbrush

Hi, this is my first realistic model. Its not finished yet, only a WIP. I choose Michael C. Hall because he has sharp features (easy to sculpt) and i am a big fan of Dexter. I´m learning a lot of things of head anatomy, C&C are welcome!

Attachments

DEXTER_WIP_ZBRUSH.jpg

Hey good job. Lose that symmetry and the eyes need some work and you´ll be in good shape.

Amazing resemblance, and I have to agree with PeturA, I guess the eyes should go a bit more into the skull :wink:

cc:

-larger more dominant tearsacks please
-chin groove too heavy
-chin to neck a bit weird, nearly looks like a double chin
-lip swing doesnt fit
-eyes further back
-nostrils too round
-adams apple a bit too dominant

at least thats what i can think of right now :stuck_out_tongue:
but nice start :slight_smile:

Nice start especially for a first try, can we see a profile and 3/4 view? Your ortho view isn’t realistic and doesn’t showcase how the head would look in 3D space. I think once you provide more views, peeps can better comment.

Also, I’m not so sure they’re heads that are “easy to sculpt”, one thing I learnt recently is millimeters in faces make a huge difference, especially when trying to recreate celebrity heads. They’re quite a bit of work to be convincing.

Good luck

~t

Great references and very good start. This is inspirational. I need to get back to work on my version of him. I found him difficult to sculpt.

Hey, i made some improvements, i think ;). Thanks for all your advices.

I work in the non-symmetry of the head, thats give realism! -Thx PeturA ,

put the eyes “into the skull” (is a curious concept, at least to me because i dont know english and i dont even sure if i´m speaking correctly), imagine a skull under the skin -Thx karmajf,

learn a lot of new vocabulary thanks to jaysu, i found the meaning of “chin groove” on Equine Anatomy haha, and i think that i fixed all you saw, was really helpful!,

lildragon you are right, this time i upload two views, front and side, and tomorrow i´ll upload a 3/4. By the way, at this time i dont think that exist a head easy to sculpt :lol:, is harder than it looks, but i think that is more difficult to sculpt an old man´s head, with all the wrinkles.

As you say, millimeters are very important, thanks for the advice. I spent many time studying every detail on this face but maybe something scaped my notice.

And womball i´m glad that this could be inspirational, hope you enjoy this thread!

Here are:

DEXTER_Views_FRONT.jpg
DEXTER_Views_SIDE.jpg

Sure there are things to change, so feel free to coment! thanks

Hey nice work :wink:

Update! i choose new references images from the last episode. I put him hair but is only for visualization purposes, ill do in maya when i finished hi. sandeepsh, thanks i hope you like this too!.
DEXTER-12-11_VIEWS.jpg

Update! I´m thinking that next step is fine detail and texturing. What do you think guys?

DEXTER-BPR-RENDER2.jpg
DEXTER-BPR-RENDER-13-11-2011-views.jpg

i did some changes to the cheeks and put him less neck. Side view doesnt change very much, ill upload other views tomorrow, now sleep.

DEXTER-BPR-RENDER-14-11-2011.jpg

And the next references images from episode 06 season 6.
DEXTER_Views_FRONT.jpg

This is coming along nicely - I could instantly recognize him. As for suggestions, I’d check the width of the mouth, he seems to have a slightly wider one. Also the upper lip is a bit wider imo.

Keep it up!:slight_smile:

Hi Fess, thanks for the advice! i think that i fixed what you said in this new update. I also changed him cheeks (again) and play with the BPR and doing some texture test (very low quality) with Spotlight to see if im in the right way.
RENDER_DEXTER_JAVIMORENO_16_11_2011.jpg
PD: By the way, Fess i cheked your blog and i must to say that your paintings are amazing!

I get some spare time at work and this are the last changes, i change the mesh so every view match with all references, thanks to spotlight! and did some detail, spores and spots.

DXTR_spotlight3.jpg

DXTR_spotlight2.jpg

And i export to Maya 2012 with Displacement and Normal map, Rendered with Mental Ray. Next Step: Textures.

DXTR_displace_normal_JMoreno.jpg