Posted by alexalvarez | Filed under Development
So after sketching the six heads, last weekend I decided to pick one and model it. I made an organized base mesh, sculpted it in Zbrush, then went back to Maya with displacements/normals and rendered my look-dev passes, (diffuse, SSS, primary spec, secondary spec, skin reflection, eye reflection, three different cavity maps and the blurred HDR background) which are here comped in Photoshop. I haven’t begun any texture looks yet, so this is just the comp ready to go. All of the passes are at 100% but it looks kinda cool… although in the end I imagine it will be quite different. Now I just need to find the time to keep working on it! Click here for a higher res version.
2 Responses to “Six Heads, picked one…”
June 2nd, 2010 at 2:01 pm
If more time is needed then you can definitely use the technique I tend to use a couple of times a year and that is to just call in sick…when you’re not sick of course.
July 1st, 2010 at 4:36 am
This technique has helped me to unlock a bit of a creative dry spell. Thank Alex!!
It allows me to be more free with my designs rather than holding one so precious and tight that I couldnt risk a mistake, which can often be that thing the design needs.
A beautiful mistake!!