Final Results

It took a lot of work but finally it’s over. Honestly, I can’t say that I’m too happy with it. The sculpt is nice sure, but it started working on this when I knew nothing about Zbrush. If I were to do it again, I’m absolutely certain that the quality would be far better. But then again, that’s what this Thesis was about, learning a skill that I didn’t have.

Thesis Final Cinematic



It’s been a while.

With both of my other classes out of the way I can now fully concentrate on rounding out my thesis. The camera moves are more or less set and I’ve received plenty of feedback on them. But with my actual sculpt still needing some work that’s what I’ve focused on.

This time around I fixed up a couple things. I’ve reworked the mage to look better (adding a pouch) and have substantially less geometry. Before, the woman had geometry inside of her and overall had a lot excess polys. But where before she was closing in on 2 million, she now has around 400k.

I also added in some interaction between the people and the ground. (Not the beast yet.) It’s a little rough, but once I refine the rock and properly project it, I’m confident the result will look good.


I also ran a keyshot test to see how long a render will take. Using the maximum samples this frame took less than 10 seconds.untitled.180

And this one took only 34 seconds. If these numbers hold true then my final render times shouldn’t be terribly length and I will be able to comfortably set up renders. untitled.182

WIP After Spring Break

Paladin is done. The only thing left to do with him is to pose him which will probably happen in Maya though possibly in Zbrush. The terrain is also finished. I made it narrower and more vertical to help retain the sense of height.

The dragon is next though I am heavily considering mixing up my schedule a bit and doing the mage first so I can focus solely on the dragon. I did some iterative heads which can be found by following the links.

Head 1:

Head 2:

Speedwork Explained

The image of the speedwork that I did before was done in a very short amount of time so the overall implementation of it may not be understandable. Basically, I created it in the same vein as a high-relief sculpture. These sculptures are not in the round like the statue of David, but merge with the wall behind them. There are most definitely solid 3D forms in the sculpture that are very much separated from the wall and this gives the sense that the scene is literally coming out of a picture and at the viewer. 1200-13643770-high-relief