Reclining man: ZBrush test

man_reclining

This is a test for some of my process ideas.  I’ve gotten recently back into using ZBrush, and I thought I’d see how far I could get starting from just a polygonal cube – above is the result of about a day and a half of working with the mesh.  In production, I’d expect to have a posed (possibly) higher resolution base mesh, with a nicer topological layout, but this was an exercise in figuring out how much mesh resolution I really needed to start with.

I expect that the majority of secondary characters in the film will have very little movement on a shot by shot basis, and rather than fully rigging/modeling/texturing these characters, I expect to work predominantly from the camera’s perspective.  It’s an idea I tried out on a recent commercial project I directed and supervised (which at some point I’ll put up here).  The storyboards and 2d animatic were locked down (after many revisions) well before production, which allowed us to really economize the production time on only what we would see.

Below are some progression shots.

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