Male Anatomy Study
This shot shows a base form for the face. I've found that it's useful to keep the base form around the eyes to be flat and separated where I can then sculpt the fat on top and loose skin like the eyebrows sitting on the eyelids.

This shot shows a base form for the face. I've found that it's useful to keep the base form around the eyes to be flat and separated where I can then sculpt the fat on top and loose skin like the eyebrows sitting on the eyelids.

360 Turntable of the model rendered and composited in blender.

The rig was setup with Rigify which is an automation tool in Blender. This is done by creating a skeletal system placing each bone along the mesh, then Rigify will ref our setup to create all the bones and controls. Then we just bind the mesh to the rig.

The rig was setup with Rigify which is an automation tool in Blender. This is done by creating a skeletal system placing each bone along the mesh, then Rigify will ref our setup to create all the bones and controls. Then we just bind the mesh to the rig.

Using the Shrinkwrap modifier along with Multires modifier I projected the details from my high res onto my subdivided low res model. Then applying the shrink wrap modifier. Repeating this each subdiv level. This allows me to bake details to a txtr map.

Using the Shrinkwrap modifier along with Multires modifier I projected the details from my high res onto my subdivided low res model. Then applying the shrink wrap modifier. Repeating this each subdiv level. This allows me to bake details to a txtr map.

Male Anatomy Study

Anatomy study done in Zbrush then retopologized in Blender. This piece was more so a refresher in anatomy as far as how muscles are structured. I like to revisit my anatomy knowledge sometimes to refresh and keep my mental library sharp and improving. After sculpting the high res I exported a decimated version into blender and worked on retopology. Im also intending this to be future male base template I can use for character projects. After developing the low resolution in blender I then used the shrink wrap modifier to project the high res details to my final model and using multi res modifier to capture details on each subdivision level. Then I decided to pose the character using blender rigify add on which is very nice. The final images I though it would be cool if I made it look like a magazine cover.

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