Monday, 28 October 2013

Week 2 – Friday 27th of September. 1000 word proposal


This week I spoke to Jason about my interest and was met with good faith.  At the end of week 1, I ended up purchasing a laptop that would help me work at Uni with Zbrush as Qantm does not have the programme as part of it’s learning curriculum.
At home I continued researching tutorials and books.  I wanted a book that talked about anatomy for artists in a traditional sense, as well as a book that explained digital sculpting.  I found 2 good resources.
-        Human Anatomy for Artists: The Elements of Form by Eliot Goldfinger (Oxford University Press, 1991)
-        Zbrush Digital Sculpting: Human Anatomy by Scott Spencer (Wiley Publishing, Inc, 201

I began typing up my 1000 word research proposal and learning agreement.  I decided to split up the remainder of the 13 weeks into the way the digital sculpting book split its chapters.  Breaking it up into stages, it began by creating a zsphere armature for the base mesh.  Then moved on to creating gesture and the general form into the figure.  Then focused in on each specific area of the body ie. The head and neck; the torso; the arms; the pelvis and legs; hands and feet.  Finally it moved on to finishing the naked figure.  I added another week which focused on clothing, however I may remove that to focus on posing and rendering.  

Week 1 - Friday the 20th of September. Overview of topic


This week I thought about what I wanted to achieve.  I looked back on my previous work to see if anything could be improved upon.  I also thought about what I want area interested me the most.  This helped me narrow down my interest into the area of character modelling.  I began to look at my characters and thought about what could be improved on the most.  This led me to begin thinking about their anatomy.  All my characters were human so it decided to improve on my human anatomy.
 
I began looking online for books and tutorials that would help me discover the best way to represent human anatomy.  The majority of resources told me that the best way would be to sculpt it first and, if for a game, bake that high poly information onto the game res version.

I have been sculpting in Zbrush for about a year now so I am still fairly new.  I quickly decided that I wanted to focus on sculpting rather than create game ready meshes since retopology is a task in itself and is not focused on human anatomy.  Below are some examples of previous work.  .