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School of Computing & Creative Media

Bachelor of Arts (Hons) in Creative Digital


Media

Final Project: Creature Sculpting

CDM3243 Digital Character Concept

Lecturer: Mr Vanden

Prepared by:

Izzat Imran BDM21030003


Table of Content

Page
Title
Number
1.0 Introduction 3
2.0 Idea
2.1 Idea development 4-6
2.2 Sketches

3.0 Work Development

4.0 Final Result

5.0 References
1.0 Introduction

Sculpting is a method of working on objects such as stone or clay to


change it’s shape. It can be achived by manipulating with your hands or
carving with a chisel. In Zbrush, it is very similar to working in the real world
as you are able to do all the things you are able to do in reality such as
moulding objects into different shapes, add or subtract materials on the
object.

In this assignment, we are tasked to create a creature that belonged in


the jungle. The character must be created in Zbrush through the method of
sculpting.
2.0 Idea

2.1 Idea development

For my creature, I have chosen to go for an Orc which is a fictional


humanoid monster. The first apprearance of an Orc is by the fantasy writings
of J. R. R. Tolkien. Their origin is from the Latin word orcus which means
Goblin. They are very aggressive and brutish race of monsters. They are also
seen primarily in the forest so my idea was to create the King of the Forest.
2.2 Sketches

Before I can proceed with the sculpting itself, I needed some form of
guide. So these are the sketches I made to help me with my process. The
shoulder armor, back muscles, and side profile is used to get an
understanding of the forms of what I will go for. While the overall full sketch is
used as a guide for the posture and angle of the camera.
3.0 Work Development

I first started with a Sphere. After making it into a Polymesh3D I started


sculpting the facial features by mainly using the Move tool and ClayBuildUp
brush.

After I was satisfied with the general face shape, I started to buildup
the body. In order to do this, I used the Append feature to add more spheres
in which I used the Move tool on to manipulate it to look like a body and arm.
After that I used the Mirror and Weld tool to copy the arm to the other side.
Continuing on the legs, Instead of Appending a Sphere, I instead used
a Cylinder in which I can manipulate using Inflate brush to imitate thighs and
calves. For the buttocks, It was a Sphere squeezed on both sides using the
move tool.

For the throne that the Orc is sitting on, I created a cube with a few
polys on it then by using the ZModeler brush, I added more sides to create the
arm rest and back rest. Then I scale the chair to fit the character’s size.
To make the character in a sitting position, I used the mask and
Transpose tool to bend the limbs individually. This method is not optimal for
high res mesh so it was quite troublesome to fix the mesh was in pose.

In order to create the shoulder armor, cloth, and bracelet, I used the
extract tool.

I then used the standard brush tool to add finer details on the mesh
such as bones, muscles, and veins.
Then, under the Dynamic Subdivision, I turned on MicroPoly for the
cloth. I then chose a texture that I would like to replace the polys.

After placing the base colours on the mesh, I used the paint brush to
add colors. I also used layers in order to not mess up my initial colours.

Under “Light” tab I added the main light and a secondary light for the
reflective light. Then under “Render” tab, I used BPR Shadow and BPR AO to
adjust the shadow and ambient occlusion settings.
Then, I set the settings for the camera with a focal length of 35. I chose
this as it gave me the most dramatic look without being too distorted.

Before I moved on to photoshop, I used BPR Renderpass to render


multiple MatCaps and Lighting as a Photoshop file.
After launching Photoshop, I imported all the files and sorted them into
folders to keep track of what each layer does. Then for the materials, on each
layer excluding the base layer, I changed the Layer mode to what fits best and
then lowered down the opacity to give the best effect. For the Lights, I added
an adjustment layer for each light layer to give the light a colour. Then I used
Screen layer mode to only let the light shine through. After which I adjusted
the intensity of the lights by lowering down the opacity.
Then I added the background by using photo bashing method and
general painting. I also used a mask in order to not effect the original image.

For the timetable, I went back into Zbrush and under the “Movie” Tab, I
used the turntable option and used BPR render without Shadows and AO in
order to get a faster render.
4.0 Final Result

This is the final product of the King of the Forest, Orc. I used a PNG
render in order to get the highest image quality.
5.0 Conclusion

Sculpting is Zbrush has a big importance in the movie, gaming, and


animation industry. Zbrush is able to create whatever type of mesh you need,
the only limitations would be your creativity. With proper topology on the Orc
character, it is able to be transferred into these industries as their character.
6.0 Reference

Zbrush (2023), “Sculpting”

http://docs.pixologic.com/user-guide/3d-modeling/sculpting/

Wikipedia (2023), “Orc”

https://en.wikipedia.org/wiki/Orc

Wikipedia (2023), “Zbrush”

https://en.wikipedia.org/wiki/ZBrush

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