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Brian Bueza
Eloosive
Graphics, Flash, PS, Maya


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USA

Language(s):
English

Member Since:
January 2008

Last Updated:
8 May 2008

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Head Self Portrait //A1
Maya, mental ray, Photoshop
February 2008


   
Of course, as an animation-3D CG student, it would be downright nonsense not to have the obligatory 'Head Self Portrait', or bust, in the 'ol portfolio. As far as the construction of the head is concerned, I was sure to pay particular attention to polygonal flow and count while matching up the sculpt to the front and side model sheets. The eyes, ears, and hair were modeled separately. This was an interesting (certainly fun) project because the head was modeled in, apparently, what today is, the "Old School" method. What with the advent of ZBrush, Modo, and Mudbox (now part of Autodesk), modeling organic forms in long established packages with polygonal geometry may seem less intuitive, but jumping back and forth between unsmoothed and smoothed versions is no big deal, economizing poly-count seems easy enough, visually. In building up the head, polygon by polygon is a sure-fire way to become intimately familiar with the intricate physiology of forms; topographical details that compose the entirety of the head. The more I learned through my instructor, and independent research I've conducted, this method is still valid and commonly used, although I should likely start getting some 3D sculpting application tutorials going sometime soon to round out the skillset. Maya Render Node Fast SSS Skin Shader was used, along with UV painted .PSD network attribute maps for the skin. Image was rendered in MentalRay with three-point lighting.

 
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