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Making Of 'Eyes Wide Open'

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Date Added: 3rd May 2013
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I'm an artist working in the video game industry, and have been a 3DTotal visitor for almost 10 years now. Here is my first tutorial; I hope you like it.

I have always had a passion for traditional art, and always try to approach it with 3D tools. I did this work with ZBrush, Maya and Photoshop (Fig.01).


First, a little bit about the inspiration behind this piece. I was totally moved by an Israeli movie called Eyes Wide Open and decided I wanted to use what I'd seen in my latest work. For me good artwork needs emotional support.

Then I started building a basic concept and mood board, mostly consisting of screenshots from the movie. I decided to start with the man with the beard. I used a base mesh from a previous work, and then moved into ZBrush, which I mostly used for this work (Fig.02).


I didn't really want a super-likeness for him, but decided to focus more on his expression. I paid quite a lot of attention to his eyes and you can see the model of these in Fig.03.


Then I moved on to the face, where almost all the detail was sculpted. I then exported quite a high res model, around 500K. I could have used the Displacement map for details, but I find it's always a headache getting it to look exactly like the original high res model. As I've got quite a good PC, I decided to just use the high res model instead. For the tiniest details I used a Cavity map from ZBrush as the bump; it was enough for me (Fig.04).


The next challenge was the hair and facial hair. I thought they were quite important features when it came to showing his identity, so I had to focus on attention to detail (Fig.05).


continued on next page >

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Readers Comments (Newest on Top)
Leslie on Mon, 13 January 2014 3:02am
Great tut! I'm curious how you created the coat and hat materials in Maya?? Very realistic!
Lipzeng on Mon, 06 May 2013 7:19pm
Very expressive. Basic 3 lights but power full spell. Wonderful
Thejewartist on Mon, 06 May 2013 9:41am
Amazing truly amazing i love this piece
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