i wanted to start from a sphere.. but quickly changed to a ZSphere
step 2 of 12
this is a rough model from the ZSphere
step 3 of 12
Started to add a bit of definition, mostly with the standard brush and move brush, to get roughly what i want
step 4 of 12
Increased the resolution to about 2 milion poly's
step 5 of 12
... push pull, crease and smooth
step 6 of 12
Used the wrinkle alpha wich can be downloaded for free from pixologic.com.
http://www.pixologic.com/zbrush/downloadcenter/alpha/
from here u can get a tone of alphas and matcaps for zbrush
step 7 of 12
Here's the UV map by polygroups...
step 8 of 12
went to maya, and started to build the shader group and the PSD network for the skin. inialy i wantet to go with a subsurface shader, but then i realized that i miss the lights to get something like this to work
step 9 of 12
made the theeth from cubes
step 10 of 12
the wireframe view of what we have so far
step 11 of 12
aded the drools, and i wanted to make some droplets on his face with paint effects, but they looked fake and went whitout them
step 12 of 12
this is my " complicated light ". A plane with a surface shader and Final Gather cranked up