3D World

create a curvy cartoon pin-up character

Use Zbrush 4R8’s new features alongside Modo tools

- Krzysztof Malec Krzysztof is a 3D generalist. His interest with CG began back in 2011 with a weapon mod for a game, after which he taught himself 3D modelling and started to freelance a year later for various clients. To see more of his character work, si

For this tutorial I will be showing how to create a curvy, stylised pin-up character. This isn’t going to be based on any particular concept art – instead, it will be a fusion of styles. Two main sources of inspiratio­n will be the vintage pinups by Gil Elvgren and sketches by cartoonist Shane Glines.

When creating cartoon characters, sometimes less is more, so keep the shapes simple and focus on the character’s appeal and proportion­s. As a good starting point, use the ‘ideal proportion­s’ for a female body and the S-curve of traditiona­l art compositio­n in Ancient Greek sculpture. However, because this is a stylised character, we can play around with proportion­s a bit and exaggerate certain body parts and facial features.

We’ll start from scratch in Zbrush 4R8 using primitives and dynamic subdivisio­ns to block out and capture the overall shape and proportion­s of the body. Once we establish the main features, we will move on to the more detailed areas like the head, face and hands. After that, we will merge all Subtools and use the Dynamesh feature to join all the body parts into one mesh and smooth out the transition between them, as well as adding details where needed. Then it will be time to retopologi­se the body using Zremesher. This makes it possible to create a simplified version of the model that will be easier to pose and edit. The topology is not perfect, but it is more than enough for our purposes. However, you can always retopologi­se certain parts of the model manually if you plan to use it in projects such as animation.

 ??  ??
 ??  ??

Newspapers in English

Newspapers from Australia