A breakdown of the 'IMP'

Bruno Tornisielo shares how he made his tribute to Game of Thrones' Tyrion Lannister aka the Imp in ZBrush

In this breakdown I will explain my main processes behind making this project; starting with gathering references through to the final modeling. I hope you find it helpful.

References

I always start my personal projects by finding as many reference as possible to guide me, even if I already have a concept in my head. To get a good likeness it is very important that you take the time to do research, you need a lot of different angles of your subject. I settled on making Tyrion Lannister from Game of Thrones as played by Peter Dinklage.

Collecting references is a vital part of my process

Collecting references is a vital part of my process

Modeling

After gathering the reference images and source materials it was time to start modeling the whole thing. In ZBrush I start by doing a proxy which is useful to get the proportions of the character, with that done I moved on to refining the model. I like to start with the face because this is the main part which really reflects the characters; this is also where good research pays off! With head done I moved on to making the clothes and armor.

Going from a generic face to a realistic likeness

Going from a generic face to a realistic likeness

The finished body sculpt

The finished body sculpt

Clothes and Armor

I like to make cloths in ZBrush and Marvelous Designer – which is an awesome clothing simulator. Once the clothes are finished in Marvelous, I export it back to ZBrush to work on refining things and adding details. I used a variety of sculpting techniques and brushes to get the detailed textures on the armor, including the Standard brush and Ryan Kingslien's alphas. I like to open the UVs after I think the modeling is done to get them ready for the next step, texturing.

<h5>Using Marvelous Designer to create the clothing</h5>

Using Marvelous Designer to create the clothing

The finished clothing and armor

The finished clothing and armor

Hand and stitch detailing

Hand and stitch detailing

Embroidery and pin detailing

Embroidery and pin detailing

Map extractions, Texturing

After the sculpting was done I started extracting the maps I needed to help with painting the textures in Photoshop. I created AO maps to guide me, also Displacement maps, Normal maps and Cavity maps. I like to do this in different layers including the Base color, pattern texture, dirty, scratches and wear.

Textures

Textures

Grooming

For grooming I like to use Ornatrix for 3ds Max. I make the base style with Ornatrix brushes, after converting and adjusting the curves and I finalize using multiple Ornatrix hair systems.

Light and render

For lighting I like to use three point lights and one HDRi. My Render settings are very simple.

<h5>Lighting setup</h5>

Lighting setup

Render settings

Render settings

<h5>The result of the lighting</h5>

The result of the lighting

<h5>The final result</h5>

The final result

Related links

Head over to Bruno's website to see more of his work
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