Self-portrait. Work in progress.


#1

My plan was simple: 1st make an impressive picture 2nd receive a job offer from a big company located in Santa Monica :wink: My self-portrait is part of this picture. Since this is obviously a non-commercial project, I decided to try out the different approaches and programs. Therefore, the process will be somewhat chaotic and inconsistent :wink: So let’s start!

And we start with the reference pictures.

Here I made the first mistake. I’m pretty old-fashioned and, therefore, choose a T-pose, and what even worse, I began to model in the T-pose. But it is not fashionable these days! :wink: Half-hug pose is much more actual now! But what’s done is done.

I decided to start work in program Pixologic Sculptris. I read a lot of good feedback about the program. I was attracted by the opportunity to start from scratch, without all these preliminary models, texture coordinates, etc.


#2

Yes, it’s a really good program. It really is possible to start work immediately, without any preparatory steps.


#3

Of course, the fact that all geometry is represented by triangles is a very big disadvantage. But given the fact that the draft sculpt in any case be subject to retopology you can live with it.

But the fact that when a number of triangles reaches too high values Sculptris immediately crashes - it’s really a big problem! That is why the following screenshots are made in Maya. Sculptris just crashes at the opening of this file! But if do not exceed a certain number of polygons, and retopology is a next step, Pixologic Sculptris can be used for sculptural sketches at an early stage.


#4


#5

Another program that I’ve been wanting to try was Autodesk Maya LT. In it, I did retopology of this model.

And I bake a normal map and a map of heights. It turned out pretty good. I think that for certain projects it is quite suitable.


#6


#7


#8


#9

And finally Autodesk Mudbox. After the transfer of the existing models into this program I started finishing work. Adjusting the shape and texturing. At this point, I ended up boots,


#10

jeans,


#11

and T-shirt.


#12

At the moment I’m working on arm’s texture.

In general, the model looks like this:

As you can see still a lot of work :wink:


#13

So we will continue. After applying some effort mudbox work was completed. The next step was to create hairstyles. Hair was done in Maya, and there have been set up materials and lights. But let’s get to the results.

Model with height map and normal map:


#14

And fully textured:


#15


#16

With wireframe: