After having collected some pictures of the famous actress Angelina Jolie, I decided to use some of them to help give life to my homonymous creation Angioletta Giolli.
Before starting the modeling phase it was important to take a moment to properly observe the features ofÂ Jolie, especially her cheekbones, which are very particular and pronounced (Fig.01).
Starting from two references - front and lateral view - I modeled the low poly face, imported it into ZBrushÂ and increased the subdivision level by two steps. Then I was able to concentrate on adding details to critical areas of morphology like the mouth, nose, bowed eyebrows,Â eyes and ears (Fig.02 & Fig.03).
During the working process, I was careful to maintain a clean and morphologically correct mesh and to avoidÂ disharmony, in order to permit efficient modeling in ZBrush without too many difficulties. I added loops only on the more important areas, so that I had a more manageable mesh for the modeling.
As you can see, I added only one additional iteration to obtain a density that satisfied me. I obtained theÂ bump map from the diffusion texture (Fig.04).
Having completed the model, I imported it in 3ds Max, where I rigged the head and neck to pose the subject with a simple rotation of the head (Fig.05).