Creating digital doubles
Making of the digital double for the main character of the independent short movie "the legend of Arad"
Videos also available for Iphone and Ipad
All the tutorials hosted on this site are free of charge, made from a passionate person who loves to share his (very limited) knowledge with people. I hope you will appreciate and find the videos useful, this will be the best payback for the time and the money i am investing on this project.
if, however, you would like to give a contribution for the video hosting fees and help me realize more and more stuff, for sure i will not feel offended
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14-sculpting the shoes and use the ZBrush retopo
Taking again advantage of my cutter alfa to sculpt the folds on the shoes Read more
13-Mantle timelapse
Timelapse with no voice over (finally!!!) Read more
12-Sculpting the mantle
Cloth detailing work on the mantle Read more
11-Mantle and hood low poly modeling
Building the mantle and the hood in XSI Read more
10-Modeling and sculpting the belt pieces
Using XSI to build the belt and the strips, then imported into Zbrush for the detailing work Read more
09-A ZBrush plugin and the XSI's operator stack
Taking advantage of the scale offset copy paste plugin to fix a workflow error and starting to build the belt Read more
08-Modeling the cloth
Going back and forth between XSI and ZBrush to build the main cloth Read more
07-Refining the hands and few anatomy hints
Working on the hand, just some more sculpting Read more
06-Fixing the arms
Resculpting the forearm after changing the pose to make it more rig friendly Read more
05-Refining the face
Heavy work on the face and different strategies to make the resemblance work easier Read more
04-Sculpting against references
Using the references loaded with image plane and the zapplink stored positions to tweak the proportions Read more
03-Working with different views
Taking advantage of the image plane plugin to setup different reference views Read more
02-Blocking out the face
Roughing stage for the face Read more
01-Blocking the forms
Starting from a humble base mesh, blocking out the main forms and proportions Read more








