![]() Currently, I am a Tech Artist at HTX Labs, a VR civilian training studio."įun Facts: "I have lived in Brazil, The Netherlands, England and America. More recently, I was the Lead Artist at OnComfort, a company that created mobile VR experiences for cancer patients. Previous Works, Industry Experience & Highlights: "In college, I was a 3D Modeling Intern at NASA. I had never been interested in 3D, but ZBrush was such a sensational experience that it completely changed the course of my career from 2D to 3D." How Did You Discover ZBrush? "I first came across ZBrush in a character art class in college. The result is a fun fast paced, telephone style game with wacky results! Each artist will stream independently to our 3 social media channels, YouTube, Twitch, and Facebook. Dependent on the theme, each artist with sculpt for a hour, rotate ZBrush files, and continue sculpting over a 3 hour time frame. ![]() ![]() ZFriends: Pass the Sculpt - A game-like group stream teamed up with Pablo Muñoz Gómez and Stephen Anderson. Pursuing the 3D Artist dream can get difficult, so I hope to offer help and encouragement to other artists on their journey!" ZBrushLIVE Calendar Segment Summary: Sculpting, VR & Positivity - "A chill stream in which I sculpt, talk about game-ready character production, VR development and life in the industry. I will be posting some experiments here after I get home from work, everyone else is welcome to follow along, post, discuss and all else.A Indústria de Games, Arte 3D e Realidade Virtual The Game Industry, 3D Art & Virtual Reality - Portuguese (Brazil) / português do Brasil Sculpting, VR & Positivity - English So what is it that defines our body types then? This is the question that will be analyzed in depth in this thread. But thus we have body types, right? This leads to the observation that when basing your models strictly on the 7 1/2 proportion model, you will not get 100% realistic results. For example if you take two human beings of the same height and ask them to stand next to each other you will notice that their knees, crotch and elbows may not be on the same line relative to each person. In my opinion this is due to the subtle details that make a big difference. In this series of tutorials we will study the differences between male and female anatomy, particularly the torso. ![]() After that we will work on the overall sculpt and head, so we are gonna finish the body details and volumes as well set up the scene to create a render. Then we will make the feet, arms and hands. Then we will make the torso and legs, starting the body from the bottom to the top. The academic “7 1/2” definition is only an approximation of the relative human body proportion and works for game characters fine, but when I look at game models, often, there is a feeling of the model not looking “right” or correct. I will explain what you should watch for in an initial sculpting. Doing some research and analyzing the real photographs of human bodies one may notice that while it’s true that humans are relatively 7 1/2 of their heads tall, what’s in between starting from the top of the head to the heels does not have strict definition. This is WhiteCap On November 9, 2022, God of War Ragnarok has finally been releasedTo commemorate this, I made a video of the Kratos statue Sculpting. Generally speaking the human body is 7 and 1/2 heads in height and often many of other body parts are derived from their proportion to the head. I want to talk about things I’ve noticed, and I want to see others collaborate and tell us all what methods you use when you work on realistic human body models in ZBrush (or even Maya or 3DSMAX, as the software is irrelevant to this topic.) I’m starting this thread as an exploration of the human body proportion.
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