Hey there. I have introduced myself to various techniques such as skinning, bone-driven & pose-driven blendshapes, blending normal maps, and animated groom throughout the past few months as I worked on numerous figure study projects. As I examined and sculpted the forms of leg and knee in this last project, I also explored new methods, such as skin weight transfer, tangents, and vertex order, which enabled me to make the same set of joints, keyframe animations, blendshapes, and grooms to work on different topologies.
I am wrapping up my initial set of figure studies with this last project, but I will revisit this subject later in the future. Sculpting various parts of the human body and combining the artistic results with advanced techniques in the search for photorealism is a fun challenge!
-Sculpted in ZBrush,
-Retopologized, laid out UVs, rigged, and animated in Maya,
-Assigned corrective blendshapes with SHAPES toolset in Maya,
-Groomed the hair using XGen,
-Textured in Substance 3D Painter,
-Rendered in Marmoset Toolbag,
-Composited and color-graded in Photoshop and DaVinci Resolve.
Solid and Sliced Leg
Sliced Knee - Locked Camera