this is my staff so far. i am going for like a troll-witch doctor type staff (notice the somewhat shortened proportions) it will eventually have shrunken heads or skulls on it or something using the 3 allowable trinkets. so far i have the basic forms of a gnarled staff.
So this was a super busy summer, full of work, photography and social issues, resulting in a lack of time for 3D. But now that I am back at school, 3D takes the front seat again! I am getting my skills up for my semester at Gnomon this coming spring. Here is a head study I created today. Enjoy!
In a world flooded with basic introductory books on major 3D packages (cough*Maya*cough), Scott Spencer's 'ZBrush Character Creation: Advanced Sculpting Techniques', while quite a mouthful is a breath of fresh air. This is not a book that focuses on a pure beginner. Understanding the concepts of a 3D environment and mild experience with ZBrush are huge advantages in getting the most out of this book. That is not to say this book is not accessible to those who are not proficient in ZBrush. It covers many of the basic concepts, but covers them in such depth, that it would be easily overwhelming to a beginner.
The book begins by explaining the relationship to traditional sculpting techniques, to those applied while digital sculpting in ZBrush. This is one of the great strengths of the book. It covers not only the technical aspects of ZBrush, but also the artistic, the true driving force and advantage of ZBrush. From this initial chapter, you will then be lectured on such topics as; Sculpting Techniques, Detailing, PolyPainting, ZSpheres, and Displacement mapping, among many, many other topics I will let you discover for yourself.
Another great strength of this book is the mini-tutorials from various other artists that are added into the already information-packed pages. Contributing artists include; Cesar Dacol, Ian Joyner, Jim McPherson, Zach Petroc, Alex Alvarez, Ryan Kingslien, and Fabian Loing. Having all of these different techniques and perspectives on the art of digital sculpting, adds a lot of knowledge and expertise to this book.
I cannot say enough towards the value of this book. It is hands down the best ZBrush resource available in print as of this time. I hope that Scott and company with continue to share their extensive knowledge of the arts and of technology with the digital art community.
I think I have finished with this. I refined some of the forms/masses, changed some of the facial proportions, and polypainted it. I think it looks alright.
Here are images of a head study I have sculpted in little over 3 hours. I am not done with this piece, but the modeling phase is nearing completion. I have plans to texture this as well.
Here are some updates on the female bust. I reformed some of the face/neck, and added a quick shirt as a subtool. I used renders with a variety of different matcaps to show the model in different lightings and with different cavity shadows. I think it is looking more and more like a female as i progress through it.
I have been working in 3D for since Spring of 2007. I am focusing on environment/prop modeling, texturing, character design/creation, and lighting/rendering. I am currently studying Computer Graphics and Digital Art at Springfield College, class of 2010, and just finished up a semester abroad at the the Gnomon School of Visual Effects in Los Angeles, CA. I eventually hope to work as a digital artist for either the game or film industry.