For more information - https://www.artstation.com/ankur1n618/blog
This project aims to create a realistic Digital Female Body in a ballet pose. While observing and collecting references to get a better idea of muscle-sculpting, anatomy, proportions, and posing from the book ‘Anatomy for sculptures’ to start the model from scratch. Interest was build to make the character in pose to get a better understanding of muscles in different poses. The best way to get the basic proportion of the model is to study every muscle of the body part. The scope of this project to be specialized in character modeling, digital sculpting, and texturing.
Along with the understanding of the workflow and familiarization of software like:
• Pixologic Zbrush
• Maya Autodesk
• R3DS Wrap
• Substance Painter
During the development of the project of Digital Female body, it was important to understand the anatomy muscles and proportion in A pose character. Also, previous experience in the gaming company helped in learning new ways of sculpting. As started the model, most of the time was spent sculpting shapes of the body from a simple sphere.
It is very important to have a correct base mesh before heading to add detail, so every part has been changed to the direction of the ballet pose.
2.jpeg.tiff (3.3 MB)
Retopology and Projection
Created Displacement from Alphas for body skin pores
Imported Mesh and Textures in Mari
In this timelapse video, I showed how to apply textured skin pores using a generated map from alphas.
After Texturing I applied a displacement map in ZBrush.
Few Renders of hires with applied displacement Map.
After a few cleanups, the render settings adjustments were made. It is always better to have variation in renders.
Bang left and right
Sideburn left and right
AOV Render for final output
Thanks for watching.