This round, I spent a lot of time layering noise filters and scaling them back to the desired areas to get that torn, fleshy look on the edges of the flesh. I also went in with the Clay Build-Up brush to add more tears in the cheek of the skin and then Dam Standard to pull out the edges of the flesh so that it looked like the skin was torn out in chunks and gouges instead of having that soft edge fading into the divots of the wounds. The Noise18 texture was added for the flesh wounds, and I layered a standard noise filter on top of that for the pores. I also went in with the morph target to isolate the texture to specific locations, and scaled back on the intensity using the morph brush on select areas of the face that would have smaller pores. I also went in with a Noise31 on the skull, which was a separate subtool for the porous bone texture, and then used clay polish on the teeth to get them to be more sharp and angular, as I thought the teeth block out looked too smooth and CGI. I also went in with the GIO brush and Dam Standard to add more wrinkles everywhere.
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Organic Modeling - High Res Sculpt
This round, I spent a lot of time layering noise filters and scaling them back to the desired areas to get that torn, fleshy look on the edg...
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For our Common Art class, we were tasked with creating a series of concepts for a reimagining of Dracula in the style of Arcane. We decided ...
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I had an unfortunate time with this block out, and Maya crashing a million times and corrupting my files definitely did not help. I manage...



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