Six Heads, picked one…

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.

 

3 Responses to “Six Heads, picked one…”

  1. Dan Says:
    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.

  2. nick Says:
    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!!

  3. Sherwood Neugin Says:
    December 18th, 2011 at 10:36 am

    Aw, this was a very nice post. In concept I wish to put in writing like this moreover – taking time and actual effort to make a very good article… but what can I say… I procrastinate alot and under no circumstances seem to get one thing done.

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