Welcome back to my blog, this time I am starting a new project brief given to us by Rocksteady. The project consists of creating a humanoid body on an autopsy table, with a few tools and the table itself. There will be a lot of focus on correct anatomy and materials.
I gathered some reference for the sort of thing I want to make. I'd like to create some sort of Vampire-Nosferatu-type character with bioluminescent skin, that highlights the veins. I will be using emissives and subsurface scattering. The table is quite standard as it needs to be recogniseable universally as an autopsy table, and this is something my mentor told me would help to draw the focus onto the character, rather than the table.
The first stage was to block out the character. I used Zspheres to create a basic frame for the body. I spoke to my mentor about how I can best sculpt this character. He told me that as it is a cinematic prop rather than an animated character, there is very little need to rig the character. I would be better off posing the limbs into the correct position I want after sculpting the details. My character is stuck in a dramatic rigor mortis position, before being autopsied. With this in mind, I bent the spine to this dramatic shape so that every muscle and distortion of the torso would look correct in this position. I did this rather than sculpt it in a relaxed position and rig it, then regret it later, as the forms would be wrong.
Enjoy these pics of me posing like a wacko
It is bizarre and I have never made a character like this, so this process will be interesting. This is the sort of pose I am aiming for (give or take a few areas of dodgy posing for now):
But I will start by using Zspheres to make a basic shape. The arms are SO long so I'm gonna need to fix that.

Skinning the Zspheres to sculpt on.

Honestly this is hilarious to look at and more than a little bit anatomically incorrect at the moment.

I went about correcting the glaringly incorrect anatomy. For a lot of my reference, I am using male contortionists with the same body type I want to convey.
I then separated the face from the body using polygroups, and started blocking out the face. I had to increase the resolution slightly to create some more accurate muscle and skin fold blockouts.

I used my 'Anatomy for 3D Artists' book once again, and looked at the hinge of the jaw and nostril positions. I will need to come back later on to edit the anatomy further.
I added in eyeballs to craft the eyelids over the top.
I started by creating a thin layer of skin over the top, whilst trying to maintin a slightly hollowed eye area.

I used this particular reference to help me.

I then came back to the body, and a this stage I decided to delete the arms and legs so that I could work out the bend of the spine a bit better.
I took this opportunity to focus on the contours and planes of the torso, adding in rib and muscle definition.

I thought about how the shoulders would be positioned. I later came back to them to change their position to make way for the elbows.

I added some more blockout details on the back, for the deltoid and mid back muscles.

I continued to add some more blockout details around the torso.
I had some feedback from my mentor regarding the curve of the pose. He told me to reduce the harshness of the angle for now, and to get in the arms and legs. He also told me to focus mainly on the anatomy of the body first, and then the face later on. Therefore I used some more reference for the torso to refine the shapes.

I did this using masking and softening the mask to get a gentle bend.

I added some blocked in muscl and sinew around the legs. This will need a lot of refining later. I starfished the legs to make it easier to workon the inside of the leg.

I blocked out some arms and hands also.

This is the model so far. There is still a very very long way to go on it, but I think that I have made a decent start so far.