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Head and Clothing Study

Over the course of my character art internship at Playstation, I learned many different techniques to render high quality, realistic heads and clothing. Wanting to test my skills, this piece is a combination of hand-sculpted and scanned elements.

I sculpted the head from scratch, basing the likeness off Timofei Rudenko. I used TexturingXYZ to create the initial skin texture and displacement maps, and then hand painted in details such as skin discoloration, eye bags, veins, etc. For the clothing, I used a scan of my fiance wearing some of his clothing. I scanned him in with an Iphone 10, which resulted in a usable but subpar model. I cleaned this up and projected the scan texture, then textured it in Substance Painter.I used Xgen to produce all the hair seen.

Overall this process was time consuming but I am very pleased with the final result and all I have learned!

Zbrush head sculpt, sculpted entirely by hand.  Displacement from texturingXYZ

Zbrush head sculpt, sculpted entirely by hand. Displacement from texturingXYZ

Full body sculpt, using a scan as a base. The scan was very messy though, and required a lot of clean up.

Full body sculpt, using a scan as a base. The scan was very messy though, and required a lot of clean up.

Comparison of the initial scan (captured with an Iphone 10) versus the cleaned final result.

Comparison of the initial scan (captured with an Iphone 10) versus the cleaned final result.

Maps used in the skin material.

Maps used in the skin material.

Maps used in the jacket. A lot of the work was the scan map cleaned up in mudbox and re-textured in substance painter.

Maps used in the jacket. A lot of the work was the scan map cleaned up in mudbox and re-textured in substance painter.

maya sceneview showing xgen work (facial hair, eyelashes, eyerbrows, face fuzz, and head hair)

maya sceneview showing xgen work (facial hair, eyelashes, eyerbrows, face fuzz, and head hair)

Examples of a few of my node setups, namely the skin, eye, and jacket materials.

Examples of a few of my node setups, namely the skin, eye, and jacket materials.