Amimoto | annA
Likeness Model
details & breakdown
Story
This piece was my done as my first complete sculpt from ZBrush to Maya, topologized and textured and finally rendered.
The time I made this, I had only done one or two human sculpt and was still very new to ZBrush. It was very intensive learning experience and I was introduced to many things at once: cloth modeling, painting fine displacement pores and skin textures, XGen grooming, and the essentials of capturing a person's likeness.
This project helped push me forward and force me to grow and learn at a faster pace than usual.
Poly Model Specifications
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low poly face 18k tris (22k with eyes)
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high poly face 300k tris
Software Utilized
Modeling
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Autodesk Maya (topology and rendering)
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ZBrush
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Marvelous Designer (clothing setup)
Texturing
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Photoshop
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Texturing XYZ
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Substance Painter 3D
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Mari
Rendering
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VRay (Maya)
Progression




The sculpt started from a simple sphere. From there, I focused on simple things such as the basic face shape, the placement of the eyes overall, the basic nose shape and position, etc.
There was a struggle when details started being implemented and after a while, I moved away from symmetry and into the asymmetry and characteristics that made the person unique.
Topology
Eye model anatomy

In order to resemble reality, the eyeball models are broken up to resemble the anatomy of a real eye: the cornea, the iris, the pupil, the tear duct, and a tear-line.
The eyeball and the cornea are two separate spheres with the cornea having a dome to help with the refraction. The pupil is separated from the rest of the eye, shaped as an inverted disc within the eye, and set to a rough, black texture to help with depth.
Textures are from real eye-scan data to help portray realistic detail of the fibers and veins of the iris and the sclera. A ramp node in the shader is used to create a limbus to help the soft transition between the two.
A tear-line around the eyes to help capture more specular and help give life to the model as well.
XGen Groom
Micro-detailed pores painted in Mari, can be seen on the untextured render with groom.
The groom was originally tested out in Yeti but I moved over to XGen as the final result in Yeti felt flat.
The grooms were made from many layers: the hair was partitioned by top, sides, and back with an additional layer for the buzz cut. Afterwards were additional layers for fly-aways and baby hairs.
The moustache had three different layers: the sides, the fine hairs, and the middle.
Peach fuzz, eyebrows, eyelashes, and stubble all had their own XGen descriptions respectively.





