ANATOMY AND SCULPTURE

29.03.2022 -  25.06.2022
Haura Laiqa Naznin / 0345050 / Bachelors of Design in Creative Media
Anatomy and Structure

LECTURES

Week 1: As an introduction, we were going through the basics on how to use a reference image in order to structure the way a head is drawn. There are a lot of circles and cylinders involved in the sketching phase.

Week 2: For this week we learned how to construct a body from simple shapes. There was a lot of basics to cover such as how tall the human figure is in terms of how many heads tall they are.

Week 3: We began to learn more about ZBrush and all the basic functions and tools within it. Mr. Kannan taught us how to sculpt a simple head first.

Week 4: Public Holiday.

Week 5: We were now introduced to how a human torso was constructed, both in drawing and in ZBrush. Mr. Kannan showed us how to sculpt one from scratch in ZBrush.

Week 6: Public Holiday.

Week 7: We learned about further details on human anatomy on the torso, such as muscle placement. The character blockout begins from simple shapes as taught from before.

Week 8: Independent learning week.

Week 9: More advanced teachings about ZBrush such as how to sculpt hair for your character blockout. Mr. Kannan showed us various ways to do so which all had different textured effects for the hair.

Week 10: Now, he gave us tips on how to create potential clothes or armor on top of the sculpt and how to add detailing to it by using the masking tool. He then showed us how to use ZSphere again to sculpt a whole body from scratch.

Week 11: For this week he helped one classmate out, but also as a way to teach us as well, with some technical problem solving within ZBrush. If our model has high polygons then it may lead to crashing or a big file size as well.

From week 12 and onwards, we continued to work on our final 3d model render with the help of Mr. Kannan's feedback.

INSTRUCTIONS








Figure 1.1 Head and torso sketches

ASSIGNMENT 1

Figure 1.2 All sketches and sculpts for the first assignment

Figure 1.3 Character Blockout for Project 1

Creating the body sculpt was not as difficult as I imagined, using the ZSphere helped immensely. Although some parts needed tweaking of course, it wasn't a perfect anatomically correct figure. But for a first timer I was pleased with the result.

Figure 1.4 Character Design for Project 2

This would be the finalization of what my character would look like. Initially, she wore a dress, but then Mr. Kannan suggested I give her a top and some baggy pants instead to fit her figure more which I agreed with. So this was the end result! The colors chosen were to help me with the rendering on Photoshop later on.

Figure 1.5 Final Render

Reflection:

During this entire module, I learnt many new and valuable things to help me advance forward with concept design and the designing of characters in general. In this particular class I learnt how important it is to start with the basics and keep that knowledge as we move on to more complex things, such as stylizing characters to fit a narrative whether it will be super cartoony or realistic. The basics is needed in order for the character to be believable. However, I also faced a lot of difficulty in this class.

Sculpting anything from scratch using a 3d program was something I had never done before. It was quite the challenge to learn how to get proportions correct and I know I still made lots of mistakes along the way. Especially sculpting hair and clothes - those alone took me far too long to get used to and we had so little time for ourselves to fully explore the possibilities. I'm still rather proud of the outcome despite the render appearing not as polished as professionals, but I am still learning after all. I would change so many things if I just had the time for it, but life gets in the way unfortunately.

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