Moving on to the next stage, I sculpted the model of the Fae in ZBrush, following a high to low poly workflow. I started the process with a rough blockout of the proportions using the concept I had drawn and then moving on to refine the limbs to be more anatomically correct. I then merged the limbs to smooth the joints.
At this point, I began to add in some basic surface detail of significant features. I marked in the area of the ribs and began defining muscles; particularly on the arms and legs. I sculpted the ribs twice because the first time I quickly added them in and realised afterwards that they did not look anatomically correct. I then went back to them with proper references and corrected them.
This then allowed me to move onto the hands. I found this part challenging as hands are quite complicated and detailed, but I was happy with the end result. I tried to mark in the shape of the bones in the fingers, to give them a creepy skeletal appearance.
The next challenging step was the mouth. I had not sculpted a mouth before and was unsure of the best approach to it. I used a mouth bag template from the ZBrush human base mesh and edited it to have pointed teeth, rather than trying to begin from scratch. I intend to research and practice this stage of character modelling more in the future, to discover the best way to approach it.
I sculpted the vines and twigs using cylinders and dynamesh to allow me to continue to stretch them and wrap them around the horns. It was a relatively easy, if fiddly, process.
Once I had added all the main anatomical details, I moved onto the texturing stage. I found images of bark and wood online, some of which I edited in Photoshop to make black and white, and used these as alpha brushes in ZBrush. This meant I was able to quickly apply texture to the Fae's skin. I went over areas with large brush drags to start with, to add the first layer of detail. I then went back over these areas with smaller brush strokes and on a lower intensity to add the high level of detail.
I used the same technique on the horns and head, using different alpha brushes. I tried to texture the head to look like a protruding bone growth that covers the head. I believe this looked quite successful with the small crack details and the texture around the edges.
Note: Image uploads not working - 14:37 - 06/01/2020 - will try to fix




