Body electric - Scott Eaton Studios
Transcript of Body electric - Scott Eaton Studios
Body his issue’s themed tutorials commence with a guide to sculpting the female form in ZBrush. Over the next ten pages, we will explore the anatomical principles
that inform an effi cient modelling workfl ow, starting with an overview of the base mesh, then gradually refi ning it to recreate our statuesque cover star.
The female fi gure is generally smoother than the male,
requiring attention to detail. The form is less about defi nition
and more about planes, concavities and convexities. Correct
volume and proportions are even more important, since there
are few muscles to distract the viewer from inaccuracies.
As ever when sculpting, start with good reference
material. The best reference would be a live model, but this
is rarely practical for a digital sculpt. The next best option is
a set of images captured from multiple angles. Working from
good reference helps prevent over-generalisation of form
and gives believability by introducing small imperfections
that would be hard to reproduce from memory alone.
In this tutorial, I will set out two key ZBrush techniques.
The fi rst is a clay-like approach in which you work at high
resolution, building up shapes much as you would using real
clay. This is useful for sketching in anatomical landmarks
and establishing volume. The second involves working at
multiple levels of subdivision, and is used for refi ning the
model to a smooth, high-quality fi nish.
Follow our masterclass in sculpting the female form to recreate this issue’scover star. Full supporting videos can be found on the CD BY SCOTT EATON
FACTFILE
FORZBrush 3
DIFFICULTYAdvanced
TIME TAKEN4 hours
ON THE CD• Scene fi les• Full-size screenshots• Time-lapse videos
ON THE WEBBonus scene fi les can be found at http://tinyurl.com/5urckz
ALSO REQUIREDN/A
The printed walkthrough assumes that you have some
previous experience of ZBrush, providing a high-level
overview of the process. However, screen-capture videos
covering the entire sculpt can be found on the CD, while ZTL
fi les showing the model at successive stages of refi nement
can be downloaded from the 3D World website at http://tinyurl.com/5urckz. Refer to these for more details.
A fi nal word to the aspiring artist. Even an extended
tutorial like this cannot cover all of the issues that arise
when creating a sculpture, digital or otherwise. Even if it
were possible to present all of this information, there needs
to be an understanding of form on the artist’s part. This
understanding is only achieved through diligent practice
and experience. Commit yourself to learning something new
with every sculpture, and you will progress quickly.
Scott Eaton is an artist, technical director, and anatomy consultant. His clients include Pixar, Sony, Microsoft, The Mill and many other major studios www.scott-eaton.com
electricT
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● Recreate our cover star with the help of our ZBrush masterclass, which sets out a robust workfl ow for sculpting the female form, with an emphasis on anatomical principles
Screen-capture videos showingkey stages of this tutorial in more detail can be found on the CD. Requires QuickTime 7
WATCHTHE VIDEOS
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Mak
e yo
ur b
ase
mes
h as
low
-pol
y as
pos
sibl
e an
d st
ill c
aptu
re a
ll th
e es
sent
ial f
eatu
res.
A v
ery
low
-res
olut
ion
mes
h is
gre
at f
or e
asily
mak
ing
chan
ges
to a
scu
lptu
re b
y pu
shin
g, p
ullin
g, o
r m
ovin
g si
ngle
ve
rtic
es a
t a
tim
e. F
or p
rodu
ctio
n w
ork,
I of
ten
use
a ve
ry
low
-res
mes
h to
sta
rt m
y sc
ulpt
, but
exp
ort
at S
ubdi
visi
on
Leve
l 1 o
r 2
for
rig
ging
and
ani
mat
ion.
02
Stri
ve t
o al
way
s us
e qu
ads
in y
our
base
mes
h. T
hey
subd
ivid
e ev
enly
and
hav
e un
ifor
m t
ensi
on. I
f yo
u m
ust
have
tri
angl
es, h
ide
them
aw
ay in
an
arm
pit
or
on t
he b
otto
m o
f a
foot
. Bas
e m
eshe
s th
at o
rigi
nate
fro
m
ZSph
eres
are
nic
ely
quad
rang
ulat
ed, a
nd c
an b
e us
ed a
s a
good
sta
rtin
g po
int
for
mod
ellin
g. C
erta
in t
opol
ogie
s su
ch a
s fi
nger
s an
d to
es a
re d
iffi
cult
to
achi
eve
usin
g ZS
pher
es, s
o yo
u m
ight
nee
d an
ext
erna
l mod
elle
r to
fi ni
sh y
our
mes
h.
01
he b
ase
mes
h is
the
sta
rtin
g po
int
for m
odel
s in
ZB
rush
. Es
tabl
ishi
ng s
ound
top
olog
y at
thi
s st
age
mak
es p
osin
g an
d sc
ulpt
ing
muc
h ea
sier
. Lik
e cl
ay, Z
Bru
sh is
a
forg
ivin
g m
ediu
m t
hat
enab
les
arti
sts
to e
asily
mod
ify
the
shap
e of
the
mes
h.
The
topo
logy
, how
ever
, rem
ains
fi xe
d fr
om
the
begi
nnin
g. (T
here
are
too
ls fo
r rew
orki
ng
topo
logy
and
tra
nsfe
rrin
g de
tail,
but
the
se
are
beyo
nd t
he s
cope
of
this
tut
oria
l.)
Like
real
cla
y, t
he c
onsi
sten
cy o
f di
gita
l cla
y
can
be s
moo
th o
r lum
py, a
nd t
he b
ase
topo
logy
is t
he c
ritic
al f
acto
r in
dete
rmin
ing
this
. A m
esh
that
is c
ompo
sed
of o
dd-s
ized
, tria
ngul
ated
poly
gons
wit
h irr
egul
ar e
dge
fl ow
s w
ill s
culp
t
like
lum
py c
lay:
it w
ill b
e ha
rd t
o co
ntro
l and
diffi
cul
t to
refi
ne, r
egar
dles
s of
how
man
y
subd
ivis
ions
are
in t
he m
esh.
If y
ou a
re w
orki
ng o
n pr
oduc
tion
mes
hes,
esta
blis
hing
sou
nd t
opol
ogy
from
the
sta
rt is
esse
ntia
l, no
t on
ly fo
r the
reas
ons
men
tion
ed
abov
e, b
ut a
lso
for t
he b
enefi
t o
f rig
gers
and
anim
ator
s, fo
r who
m s
ound
top
olog
y is
vit
al
to e
nsur
e th
at t
he m
odel
def
orm
s co
rrec
tly
whe
n an
imat
ed.
Keep
in m
ind
that
the
re is
no
one
perf
ect
topo
logy
for a
fi gu
re. A
gen
eral
top
olog
y, li
ke
the
one
used
her
e, w
orks
for m
ost
char
acte
rs,
but
the
idea
l top
olog
y de
pend
s on
how
the
fi gu
re a
rtic
ulat
es. A
cha
ract
er t
hat
wal
ks
arou
nd w
ith
his
arm
s at
his
sid
e ha
s a
diff
eren
t
idea
l top
olog
y th
an a
fi gu
re t
hat,
thro
ugh
som
e un
know
n af
fl ic
tion
, alw
ays
has
thei
r
arm
s ra
ised
ove
r the
ir he
ad.
So w
hat
shou
ld b
e re
pres
ente
d in
the
bas
e
mes
h? I
gene
rally
thi
nk t
hat
a ba
se m
esh
for
digi
tal s
culp
ting
sho
uld
be a
s lo
w-r
esol
utio
n
as y
ou’re
abl
e to
get
it. H
owev
er, y
ou w
ill
inev
itab
ly h
ave
to c
ompr
omis
e oc
casi
onal
ly
to p
rope
rly re
pres
ent
crit
ical
top
olog
ical
feat
ures
like
fi ng
ers.
Tak
e an
arm
as
an
exam
ple:
idea
lly, i
ts lo
w-r
es t
opol
ogy
wou
ld
be ju
st a
n ex
trud
ed c
ube
wit
h eq
ually
squ
are
face
s fr
om t
he s
houl
der d
own
to t
he w
rist.
But
whe
n yo
u ad
d fi
nger
s to
the
han
d, t
he e
dge
loop
s ar
e pr
opag
ated
. The
resu
lt is
an
arm
tha
t
has
mul
tipl
e si
des,
not
four
.
The
impo
rtan
t th
ing
to b
ear i
n m
ind
whe
n
sett
ing
up y
our b
ase
mes
h is
to
mak
e su
re t
hat
all t
he fe
atur
es a
re re
pres
ente
d, t
hen
adju
st
your
pol
y si
ze a
nd d
istr
ibut
ion.
Her
e ar
e a
few
thin
gs t
o co
nsid
er w
hen
cons
truc
ting
you
r ow
n
base
mes
h fo
r pos
ing
and
scul
ptin
g in
ZB
rush
.
We
will
cov
er k
ey p
oint
s su
ch a
s th
e ne
ed
to a
chie
ve e
ven,
squ
are
quad
s; e
ffi c
ient
arra
ngem
ent
of e
dge
loop
s; a
nd t
he c
orre
ct
leve
l of
deta
il to
use
in d
escr
ibin
g di
ffer
ent
part
s of
the
bod
y. O
verle
af, w
e w
ill b
egin
to
refi
ne t
his
com
plet
ed b
ase
mes
h.
TSTA
GE
ON
E |
The
base
mes
h
TUTORIALS | Modelling the female form
044 | 3D WORLD3D WORLD July 2008
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Get
into
the
hab
it o
f pu
ttin
g de
cent
ed
ge lo
ops
in y
our
mod
el: t
hey
help
w
ith
the
scul
ptin
g pr
oces
s. A
nic
ely
edge
-loop
ed m
odel
requ
ires
few
er
poly
gons
to
repr
esen
t fo
rm, a
nd y
ou w
ill
neve
r fe
el li
ke y
ou a
re fi
ghti
ng a
gain
st
mis
alig
ned
edge
s. T
he e
dge
loop
s sh
ould
br
oadl
y fl
ow a
long
mus
cle
grou
ps a
nd in
the
di
rect
ion
of d
efor
mat
ion.
I al
so u
se s
peci
fi c
edge
loop
s to
repr
esen
t cr
itic
al s
kele
tal
land
mar
ks in
the
fi gu
re.
Stri
ve f
or c
orre
ct p
ropo
rtio
ns in
the
bas
e m
esh,
but
do
n’t
be o
verl
y co
ncer
ned
wit
h th
e sh
ape.
The
mai
n th
ing
is t
o ha
ve t
he la
rge
feat
ures
repr
esen
ted
and
the
maj
or p
ropo
rtio
ns c
orre
ct. I
f yo
u do
n’t
have
goo
d m
easu
rem
ents
of
the
prop
orti
ons
of t
he m
odel
in y
our
refe
renc
e, m
atch
a c
lass
ical
can
on o
f pr
opor
tion
s in
whi
ch
the
heig
ht o
f th
e bo
dy is
7 t
o 7.
5 t
imes
tha
t of
the
hea
d.
06
As
muc
h as
pos
sibl
e,
crea
te ‘s
quar
e’
quad
s ra
ther
tha
n lo
ng re
ctan
gles
. Wor
king
wit
h re
ctan
gles
is a
wkw
ard
beca
use
they
reta
in t
heir
ori
gina
l asp
ect
rati
os, e
ven
afte
r a
larg
e nu
mbe
r of
sub
divi
sion
s: t
he
shor
t si
de m
ay b
e su
bdiv
ided
to
sub
-pix
el re
solu
tion
, but
the
lo
ng s
ide
will
sti
ll be
fou
r or
fi ve
ti
mes
as
long
. For
long
app
enda
ges
like
the
arm
s, p
ut in
a c
oupl
e of
ext
ra
edge
loop
s to
squ
are
off
the
quad
s.
03
Avoi
d ov
erde
scri
bing
det
ails
in t
he b
ase
mes
h. S
mal
l fe
atur
es, l
ike
fi ng
erna
ils a
nd t
oena
ils, s
houl
d no
t be
de
scri
bed
in t
he b
ase
mes
h, a
s th
ey w
ill s
ubdi
vide
in
to m
illio
ns o
f po
lygo
ns. T
he f
eatu
res
shou
ld b
e le
ft o
ut a
nd
scul
pted
in la
ter.
That
sai
d, if
you
kno
w y
ou a
re g
oing
to
have
an
are
a w
ith
a di
spro
port
iona
te a
mou
nt o
f de
tail,
you
wan
t th
e ba
se m
esh
in t
his
area
to
be p
ropo
rtio
nally
den
ser
(or
you
can
use
ZBru
sh’s
Geo
met
ry H
D f
eatu
re).
05
04
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Load the 01_baseMesh.ztl Tool. Create a new layer via Tool > Layers > New, and call it ‘transpose’. This layer is going to store all the posing edits so that
you can turn the transformations on and off as necessary to revert back to the original bind pose. It’s a good idea to add layers for each signifi cant edit you perform. This way, the workfl ow becomes non-destructive and fl exible.
01[Ctrl]-select the upper half of the body to mask it. Next, transpose the legs forward to 90 degrees, establishing the sitting pose. This helps to position
the hips and rib cage. Tilt the pelvis by transposing with no mask. Counter-rotate the rib cage to maintain balance. Do this by masking the lower body up to the waist, then rotating the upper body so the spine is bending forward.
02
STAGE TWO | Establishing a pose
Transpose the legs. They rotate on a point midway up the hip, where the femur articulates with the pelvis. The left leg requires a simple, but extreme,
rotation to get it into position. The right leg requires an axial rotation, with the rotation bone in the centre of the leg and the mask gradually softened in strength, along the length of the upper leg. [Alt]-click and drag the end of the action line.
03Use the Move Brush on the lowest Subdivision Level to re-establish the feeling that there is bone underneath the mesh. The Transpose tool can give
round bends on limbs depending on the masking, so you need to restore the structure of the joint. This is especially important for the elbows and knees.
05Transpose the arms into place using Rotate. Twist the forearms by masking halfway down, placing your Transpose bone in the middle of the forearm
and twisting using the middle rotate handle. This is a ‘naïve’ twist that can collapse the volume of the arm. You will need to go back in and restore some of this volume.
04
Enable the transpose layer and click Delete. This applies the transpose permanently. Now subdivide the mesh up to Level 6 (roughly two million polys)
via Tool > Geometry > Divide. At Level 6, create a new layer called ‘torso’. Creating your layers on the highest working Level captures all edits from all levels on that layer.
07Polygroups help workfl ow. Toggle off the transpose layer to restore the default pose. Sequentially hide the limbs: [Ctrl]+[Shift]-drag a selection box,
then release [Shift] to hide inside the selection. Create Polygroups using Tool > Polygroups > Group Visible. Make Polygroups for the torso, head, arms, hands, legs and feet.
06
STAGE THREE | Working with the torso
EXPERT TIPTranspose benefi tsMaster the Transpose tool early. Once you have control of it, it will help you with posing, but also with correcting a great many proportional problems. Topological masking is a powerful tool that goes hand in hand with the Transpose bones, but requires some practice to employ effi ciently. The smoothness of your transformation depends on the sharpness of your mask. You can get sharper masks in two ways: use topological masking at a higher Subdivision Level, or go to Preferences > Transpose and turn down the Mask Blur Strength setting.
i
EXPERT TIPAll-round referenceReference from multiple angles makes a huge difference when posing a digital sculpture. A complex pose is like a 3D jigsaw puzzle, where the solution is thrown off if one piece is out of alignment. Carefully establish the correct joint angles from the pelvis to the extremities: the hands, feet, fi ngers and toes should be the last consideration. When the fi gure is in position, compare negative spaces in the pose with your reference to diagnose accuracy. Reassess the pose as the model progresses. You’ll be surprised how much you notice.
i
TUTORIALS | Modelling the female form
046 | 3D WORLD3D WORLD July 2008
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Switch back to Subdivision Level 1. With the Move Brush, refi ne the edge loops for the torso. Pay special attention to the edge loops for the scapulae
(shoulder blades) and under the armpit. These suffered a bit of damage during posing, and need to be restored to their appropriate shapes before we can start sculpting.
08The clavicles (collar bones) form an elongated S shape, starting at the pit of the neck and curving out to the points of the shoulders, where they attach to
the scapulae. In this pose, they are rotated forward from their ‘joint’ at the upper edge of the sternum (breastbone). Use the ClayTubes Brush to sketch in the gesture of the clavicles.
09
STAGE THREE (Continued) | Working with the torso
In this pose, the scapulae have slid laterally and forward along the rib cage. Here, the major evidence of them is their inner border. Locate these
on your model. They appear as a relief on the back and need to be massed in. If you are not comfortable doing this, fi nd an anatomy book and study the shape of the scapula. This will help you understand the upper back.
10
Next, you need to establish the volume relationship between the hips and the rib cage on the model. Try to imagine the actual bone
structure underneath the skin and sculpt the mesh out to fi ll this volume. It’s important as you do this to maintain the appearance of a coherent skeletal mass underlying the smaller forms. Pay particular attention to where the rib cage
is rotated forwards, creating a crease between the hips and the ribs: there is a compression of muscle and skin on top of the rib cage and pelvis. Creating believable transitions where the skin folds around this area requires a delicate touch, plus detailing at a later stage. Use the ClayTubes Brush to establish the volumes, then refi ne with the Standard Brush.
12Use the Polygroups to hide the legs and arms, leaving only the chest and ribcage visible. Use the ClayTubes Brush to sketch in the arch of the
rib cage. The costal cartilage of the ribs projects forwards slightly, and the abdominal muscles transition this plane downward. Sketch in the planes of the costal cartilage and abdominals, building up as much volume as necessary.
11
EXPERT TIPCorrect subdivision levelsZBrush’s Subdivision Levels provide artists with a good workfl ow for constructing our levels of details. Each Level represents a tier of detail; as you subdivide, you get more ‘clay’ to work with. When I am building up muscles, I often use the ClayTubes Brush, which requires a high Level for a clay-like feel. Once I start to refi ne the model, I switch to the more disciplined approach of working at different Levels, depending on the size of the details I am sculpting. This helps keep the mesh organised and gives greater control, even at high subdivisions.
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Locate the deltoid muscle area on the shoulder. It originates on the outer third of the clavicle and wraps around the point of the shoulder to the back
(on the scapula). It also inserts halfway down the upper arm on the outside. Use the ClayTubes Brush to sketch marks on the model for both these locations.
13The deltoid overlaps the biceps and triceps on the upper arm. Neither is noticeably defi ned here, but they still contribute critical volume to the arm, so
the fact that they are relaxed and acted on by gravity must be captured. Use the Standard Brush at a low Subdivision Level to capture this subtle form.
15
On both arms, the shoulder is rotated inward, causing the humerus (the upper arm bone) to rotate axially. The result is that the elbow now
faces outward and not rearward, while the insertion of the deltoid faces forward. The mass of the deltoid needs to ‘twist’ to accommodate this. Mass in the twisting form using the ClayTubes Brush.
14
STAGE FOUR | Working with the limbs
Working down the arm, concentrate next on the bones of the elbow. There are three bony points exposed on the bent elbow – the olecranon (elbow
bone), and the medial and lateral epicondyles. Together, they make an inverted triangle. Locate the area and build these up on your model.
16
Working down to the forearm, trace the length of the ulna (one of the two long bones) from the elbow down to the wrist on the pinky side of the
hand, where the bone terminates in a small bump. Sculpt both of these bony landmarks onto the model. Depending on the pose, the length of the ulna creates a furrow on the outside of the forearm; it’s not too evident here.
17
You need to often re-employ the Transpose tool to bend fi ngers believably. Position the edge loops at Level 1 to get the proportional relationship
between the joints correct. Then step up to Level 3 for sharper topological masking, and use the Transpose tool to bend the joints into position. Pay attention to how much each joint articulates in relation to the previous one.
18Refi ne the volume of both feet using the Move Brush at Subdivision Level 1. When blocking in the volume of a foot, think about the shape of a
footprint, and how the outside edge of the foot rests on the ground while the instep is elevated. Also remember that the main contact points with the ground are the heel and the balls of the toes.
20Use the Transpose tool on the right foot to rotate it at the ankle so that the top of the foot starts to face downward. You also need to transpose
the outside half of the foot (the metatarsals and toes 3-5), as they are pressed against the fl oor and have rotated to accommodate, leaving a longitudinal crease down the bottom of the foot.
19
EXPERT TIPTalking handsHands are second only to the face in expressiveness, conveying a wide range of emotions depending on their gesture. Because of this, we are very attuned to reading these gestures and can easily spot hands that don’t look right. Therefore, you need to spend time and attention making sure the proportion and articulation of the hand and fi ngers are correct. For female hands, few artists captured them better than Alphonse Mucha (www.muchafoundation.org). A good exercise for learning the subtlety of gesture is to copy the hands from his drawings.
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Use the Infl ate Brush to emphasise the crease in the bent legs, where the hamstrings are pressed against the calf muscles. Remember that the
inside of the bent knee shows more bulge, owing to fat and tendons. Once the faces have been infl ated together, refi ne the end of the crease with the Pinch Brush.
22Detail the forms of the knees using the Standard Brush at higher Subdivision Levels (4 and 5). The main points to emphasise are the condyles of the
femur, the patella and the kneeling point of the tibia (see Expert Tip for more on the anatomy of the knee). These are small planes, so subtlety is required
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STAGE FOUR (Continued) | Working with the limbs
Use the Standard Brush at Subdivision Level 4 to add a gentle curvature to the shins on both legs, as they descend from the knees to the ankles.
Sitting on the inside of this curve is the mass of the calf muscle: add volume here if necessary. Legs complete, its time to turn your attention to the feet.
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Although the nails of the toes represent a small detail in the scheme of things, they are important for making the feet believable. They aren’t present
in the topology of the base mesh (see page 45) because they would add too many polygons during subdivision, so you have to build them from your subdivided polygons. Switch to your highest Subdivision Level and paint masks
where the nail beds are. With the Standard Brush, sculpt around the back half of the nail bed, raising it above the level of the nail itself. Now invert the mask, and sculpt the shape that makes the end of the nail, taking it slightly beyond the end of the toe. Painting a mask is a powerful tool for detailing specifi c forms: you’ll use it again later to help with getting the eyes right.
25Adjust the toes on both feet using the Move Brush at Level 1. Constructionally, the smaller toes incline towards the second toe, which is generally the
longest, or is equal in length to the big toe. The tips of the fi rst two toes are elevated at the end, while the last three point towards the ground, almost gripping it.
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EXPERT TIPAnatomy of the kneeKnees require an understanding of the bones and joint to sculpt. Get familiar with the shape of the end of the femur: there are two protrusions, or condyles, that show when the knee is bent. Between these is the patella, or kneecap, which slides into the cavity between the condyles when the knee is bent. All this sits on top of the bony plateau that is the enlarged end of the tibia, the main bone of the lower leg. The plateau edges are directly under the skin and taper as they descend, eventually turning into the ridge of the shin.
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Working at the lowest Subdivision Level, refi ne the shape of the face, paying special attention to the profi le. This is the simplest way to establish
the vertical alignment of features. (Always try to capture reference photos showing the face in profi le.) Select the Move Brush with symmetry enabled (Transform > Activate Symmetry) to sculpt both sides together.
26Check the space between the nose and the mouth. This is often exaggerated, giving the impression that the mouth is too low. As a guideline, the lips
should generally be two-thirds of the distance from the chin to the bottom of the nose. Use the Move Brush at the lowest Subdivision Level to reposition the mouth and the surrounding edge loops.
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STAGE FIVE | Refi ning the head
Establish the form of the eyes by moving the edge loops into position. The upper eyelid needs to have the edges and fold established; the lower
lid has an edge and transition into the cheek. Start at the lowest Subdivision Level and work your way up the Levels, keeping your creases tight. Use the Pinch Brush with Stroke > LazyMouse enabled to help you with creasing.
28The pupil and cornea are created using the same technique as the nails. At Subdivision Level 6, paint a round mask that outlines the cornea, then invert
the selection. Use the Standard Brush with a large radius to pull out the cornea of the eye. Smooth around the border of the mask to eliminate hard edges.
30Like the other features of the face, the lips should be treated as small sculptures in and of themselves. Move the edges into place fi rst,
capturing the main lines of the upper and lower lips. Then step up to Subdivision Level 3 and use the Standard Brush to sculpt in the small volumes. Next, we’ll look at one of the most expressive parts of the face: the eyes.
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Build the ears with the same approach. At the lowest Level, use the Move Brush to establish the broad shape. Move to Subdivision Level 3 or 4 and
sculpt in the remaining form, using the Standard Brush. Ears are not diffi cult once the structure is understood. The critical thing is to sculpt them in three dimensions, giving them depth and moving them off the plane of the skull.
32The chin and jaw line are delicate, and need subtle handling. The jaw line itself is sharp, but there are subtle transitions between the underside of the
chin and the roundness of the neck, and from the back of the jaw into the ear and neck. Use the Standard Brush at Subdivision Level 3 to sharpen the jaw line, but introduce a gradual concavity to the transition into the neck.
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EXPERT TIPStructure of the noseThe nose is a complex shape, with small planes that must be accurately described to capture its character and individuality. The nose starts where the nasal bone joins the glabella (the keystone transition to the forehead). The nasal bone extends about halfway down the length of the nose, where there is a transition to cartilage that should be described, although it’s often subtle. The ball of the nose interlocks with the lower end of the cartilage and gives a nose much of its individuality. Abutting the side are two pieces of fatty tissue that enclose the nostrils.
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EXPERT TIPProportions of the faceThe relationships between features on the face are critical for creating a believable face and matching a likeness. As with the rest of the body (see page 45), it is best to start with a standard canon of proportions and only then determine how your particular face varies from that. In general, the face can be divided into thirds: the top third from the hairline to the top of the nose, the second third to the bottom of the nose, and the last to the bottom of the chin. Within this fi nal third, the mouth sits one third of the distance down from the nose.
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The female forehead has subtle plane shifts that must be captured to keep it from looking too smooth. Using the Standard Brush at Levels 2 and
3, capture the angle of the forehead and where it transitions to the hairline. Establish the break in planes along the temporal line, which generally starts above the outer apex of the eyebrow and runs diagonally backwards to the hairline.
33The bun is not represented in our base mesh, so we need to block it in using existing polys. The best approach is to move down to Subdivision Level
1 and use the Move Brush to pull out a mass of hair. This gives you the base form to sculpt on at higher resolution. It stretches your topology a bit – but with six subdivision levels, you still have suffi cient ‘material’ to model with.
35For the hair, use the ClayTubes Brush but set the BrushMod value (Brush > BrushMod) high – around 60 – to put volume into the brush. Vary the brush
size to give larger masses of hair. If you have a pressure-sensitive tablet, varying the pressure along the length of the stroke helps create the impression of wavy hair. Next, we’ll sculpt the bun of hair at the back of the head.
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STAGE FIVE (Continued) | Refi ning the head
Use the Move Brush at level 1 to angle the ear so that its long axis tilts slightly backwards. Turn to a rear view and use the same tool to make sure the
cup of the ear stands off from the head. This makes room for the mastoid process, a prominent bony landmark directly behind the ear, where the main neck muscle attaches.
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Now sketch in the neck muscles. In this pose, the neck muscles are active on the right side, turning the head. The muscles on the other side are
relaxed. The main muscle, the sternocleidomastoid, forms a strap-like bridge, spanning the pit of the neck to just behind the ear. These forms require a medium level of detail, so sculpt them with the Standard Brush at Level 4.
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Finally, go back and do one last check of planes and proportions. Many small problems will have been noticed and corrected working through the various stages of construction, but new problems may have been
introduced as well. Check the fi nal size of the head and the relative lengths of the limbs. Compare this against your reference. Also check the overall balance and weight of the pose: have you put too much mass in one place? Vary the material and lighting conditions on your model to help diagnose the planes and continuity of surfaces. Fix any problems you encounter, and continue to iterate until you are happy with the result. ●
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