Fig.03
I removed the ears and modified the initial UV map of the mesh so that it was more suitable for the altered geometry ( Fig.04 – 06).
Then, I
imported the mesh into ZBrush where I did some preliminary sculpting on
the base model to define the basic volumes of the concept.
Now, I was ready to export the altered head back to XSI, put the spiky horns into place and unwrap them (Fig.07).
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For the
model of the pendant, I worked with polygon modeling tools in XSI. I
made a UV map for the stone and then exported the whole pendant to
ZBrush where I subdivided the model twice to smooth out surfaces (Fig.08).
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For the base model, I again did some poly modeling in XSI and then exported the mesh to ZBrush.
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Having the
base model of the bust with the eyes, the spikes and the base ready, I
imported all of them as an .obj file into ZBrush, where the multiple
polygroups were transformed into ztools by pressing Groups Split.
Keeping the
ztool of the bust active, I selected a Clay brush, set Z intensity to
20, Draw Size 25, turned the Freehand option on, and started defining
the volumes of the head, face and torso in loose strokes at first and
refined portions later.
From this
lowest subdivision level and up, I tried to add as much information as I
could on every higher Sub-D level, using mostly a set of modified
Standard, Slash and Pinch brushes, while quite often picking the Move
brush to enhance the volumes and correct proportions. Sometimes I was
in need of the Flatten and M-Polish brushes, to make some areas less
convex and to define boney regions of the scull, or parts like the lips
outline.
In this way, I
ended up at Sub-D level 6, where the fine detailing of wrinkles,
pores, lips surface and such was depicted, using mostly brushes with
simple stamps from the ZBrush installation folder. Using layers like
this during the detailing phase was a safe way to test and lock the
intensity levels on the skin surface.
After I was
done with the detailing, I went back to Sub-D level 1 and using a
Transpose line and Rotate, I gave a rotation angle to the neck,
according to the reference photographs. Climbing again up to sixth
Sub-D level, and then made some minor refinements to the neck.
Among the final
touches on the bust was to apply Surface Noise on a discreet scale and
Depth to complete the high frequency detailing of the skin (Fig.09 – 10).
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Fig.10
For the color map of the bust I used Polypaint and followed the color tones of the reference in a rather loose way (Fig.11).
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As for the
eyes and spikes, I chose to work with Photoshop on some initial photo
reference I’d gotten from the web and made two textures to use on the
above models (Fig.12 – 13).
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For the
metallic parts of the pendant I decided not to use any textures but
simply to render with some suitable ZBrush materials. For the precious
stone I did a UV map and then applied a texture that I made in
Photoshop by blending several ZBrush renders with the Labradorite
materials I had available (Fig.14 - 15).
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Since my render tool was going to be ZBrush, I had to consider a few things before starting work.
Antialiasing is a critical issue. In order to have proper antialiasing
in my final image, I had to keep in mind that I needed to render in
twice as big a resolution and then shrink it to half later in post.
So, I created a new document
with the required dimensions (2657x3636 pixels) and brought my ztool
assembly into ZBrush. I activated Perspective mode and set the angle of
the bust on the canvas according to my liking.
In order to save my view and
avoid losing it in case of accidentally moving or rotating the camera
(or in case of a crash), I opened the Document drop down menu, and then
pressed ZApplink Properties > Cust1 > Save Views. In fact, by
giving different names to the files I saved with Save Views, I was able
to save as many different camera views as I liked, which is quite a
handy tool indeed. (As an alternative method, I could have saved my
ztool assembly as a .zbr document, converting my geometry to pixols and
thus locking my camera view; then I could still modify my lights as
much as I wanted, do detailing with stamps on the model, paint it with
color and render it with materials.)
Next was the phase where I
made my masks for use later in Photoshop, to crop off the several
layers of rendered materials. With Flat render active, I selected one
ztool at a time and rendered the same image over and over again,
eventually getting a set of renders with different ztools depicted in
pure white for each image (and all the rest in grey) ready to be used
as masks.
After I was done with my masks, it was time to set up lights and get ready for the actual renders.
Talking about lights, the
light rig I used for most of the materials – except the ones that
already had specific lights information embedded – was a simple three
point light rig (Fig.16). |
For the
rendering, I selected several MatCap materials, applied them each time
on my model, and rendered them with Best Render. (Quite a few MatCaps
though look better shadowed with Preview Render.)
The selection
of the materials was done according to the type of renders I looked
for, like diffuse, speculars, rim lights, cavity and so on (Fig.17 – 18). Of course, the same procedure was followed for every other angle of the bust.
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Fig.18
In order to
composite the several renders I’d made in ZBrush with the different
materials and for the five different angles, the first thing I did was a
test compositing for one of the angles so that I could replicate this
with all the others as soon as I was happy with the result.
I imported the renders in
Photoshop, gathered them in groups respective to their material
attributes (diffuse groups, specular groups, lights groups, etc) and
saved masks selections for every part of the bust to use them later on
separate materials. Then, I started the actual compositing work,
blending the multiple layers in different modes and opacities.
Initially I thought of going
for skin tones similar to the reference photos of the actual statuette,
but after experimenting with interesting layer combinations in
Photoshop I decided to work on three different approaches for the color
tones. The first was warm, with fleshy tones, sticking more closely to
the color choices of the reference, the second was blueish, to serve
as a pale/cool-tone approach with an eerie look and the third was a
greenish-blueish combination, perhaps a bit more iridescent flavor, as
an alternative between the other two.
Using the Lens Blur tool in
Photoshop, with the depth pass as a layer mask on the flatten
composition, I tried to give a feeling of Depth of Field in my renders,
while with Lens Correction I also added some Chromatic Aberration to
try and simulate a photographic look (Fig.19 – 20). |
For the
background, again I mixed together some photographic reference with
layers of colored strokes and other detailing in Photoshop and ended
with a couple of images that somehow reminded me of a deep sea
environment, presenting several blueish tones along with debris and
plankton-like particles. These images were put together with a radial
gradient vignette mask, to serve as the template for the background,
before the final touches of color correction, saturation and levels
tweaking took place (Fig.21 – 22).
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The
decision to go for a 3D print of the Aquaman bust was something I
thought of a few days after I was done with the digital output. I
wanted to make a color 3D print this time, since the other two 3D
prints I’d had done of other models in the past hadn’t contained any
color information.
In the
meantime, I was told by a friend that there was a 3D scanning and
printing facility here in Athens that was able to produce color 3D
printed models. So I got into contact with them and started making
modifications on the bust to make it 3D printer friendly.
The geometry
format specs for a color print were .wrl (vrml 2), so I had to export
the bust in this format from within ZBrush. Concerning the geometry
specs, all the parts needed to be waterproof (close meshes) – and they
already were so. Very pointy parts, like the spikes, had to be rounded
off a bit at the tips, so that they could be printing without breaking.
In the case
of the spikes, in a different scenario I could have printed them
separately from the main bust – so that it was safer for them to be
printed without breaking – making sure that their lower ends fitted
well into the holes in the skull. A lesson learnt for the future!
Regarding the
colors of the model, there was an issue for the 3D print: the
polypaint color information was too subtle for the printer to catch
properly, so I had to enhance the colors somehow.
Firstly, I converted the polypaint to a bitmap texture, so that I could work with it in Photoshop.
After that, I baked the
Displacement, Cavity, Ambient Occlusion and Normal maps from the bust
model, so that I was able to use their information in Photoshop as
well.
After
some work with blending the above maps with the diffuse data, and
several tests with contrast, levels and saturation values, I ended with
a bitmap that was applied to the bust in ZBrush. At that point I
noticed some seams on the texture that needed fixing, so I used
ZApplink to transfer image captures of the texture to Photoshop, where a
couple of strokes with the Healing brush were enough to eliminate the
seams ( Fig.23 – 27).
Initially, I
sent a solid bust model to the 3D printer. As it appeared, the product
was rather heavy and expensive for the required size (about 17cm total
height), so my next move was to make a hollow bust instead of the
massive one.
In XSI I made a shell of a
certain thickness out of the base bust (the subdivision 0 level mesh)
and exported it as an .obj. Thankfully the UV map did not need any
fixing, at least on the visible parts of the bust. In ZBrush, I then
imported the above Sub-D 0 level .obj of the currently active high poly
sculpt and replaced the initial cage model.
From that point, the model –
as it was expected - presented quite a mess, so the work by hand was
about to start. With brushes like Move, Flatten, Polish and Tweaked
Standard, the surfaces began to take the appropriate shape. A uniform
thickness had to be completed between the several subdivision levels,
while making sure I had Backface Masking active on my brushes, so that
my strokes didn’t affect the outer surface of the shell, but only the
inner polys.
Of course, much of the
sculpting information on the surface was lost in the end, so I had to
use – being careful with the settings – the Project tool between the
initial solid sculpt and the new hollow one, in order to transfer all
the detailing information to the bust shell.
For the base to become a
hollow shell, I worked with the initial model in XSI. Then I modified
the spline that was used for the Revolve by Axis mesh, so that the
final model reminded me of a bell (being hollow).
Another valuable lesson I
learned at this point was that it is much preferable to begin sculpting
in ZBrush with a base model that is already a hollow shell, than making
a shell out of the final sculpt (Fig.28). |
Eventually,
having finished with all the nitty gritty of the modifications, I
exported the assembly in .wrl format and it was off to the printer (Fig.29).
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The 3D printing was done here in Athens, by 3DPS facilities ( http://3dps.net/) with a ZPrinter 450. Many thanks to Phaedra and Panagiotis, the heads of 3DPS, for their great support ( Fig.30)!
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The work I did for Aquaman
was a valuable, interesting and enjoyable journey. I had the luck of
being able to work on a beautiful concept by a great traditional artist
like Aris Kolokontes and to explore the aspects of a pipeline to
digitally replicate a physical model in a rather loose way, lending to
it some of my own taste.
The whole
range of steps needed to transform a sculpted mesh into a digital
composition presents a great compilation of interesting, challenging
“problems” that ask for solutions, ensuring an exciting and
ever-learning procedure.
I truly hope
that this Making Of provides some interest to an aspiring, digital,
character-loving person and that it helps someone to enjoy my creative
process and learn from my mistakes. I myself try to do that all the
time by learning from others’ work.
Thank you for bearing with me!
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