
Information:
I created this piece as a tribute to Metal Gear Solid. Base modeling in Lightwave, detailing and texturing in ZBrush, and post work in Photoshop.
The process:
I used Grey Fox from Metal Gear Solid as my main reference (Konami): ->
I decided to start with a sporty body type (Lightwave). There were no ears in the base model since they wouldn’t be seen under the helmet, and I didn’t want the extra polys. Then I exported the base mesh into Zbrush, subdividing and refining the body.

Next I began modeling the helmet. In ZBrush, I squeezed a transparent sphere around the head using the move tool. I masked out the areas I wanted to indent, and then used the negative inflate:

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WARNING! This Making of Contains Nudity.

Software Used :
ZBrush
The original idea for this image came out of the references I’d collected. Whenever I start a new artwork, I do a lot of research and then I start the modeling (Fig.01).

Fig.01
With these references, I blocked the model with a simple base and I did some primary tests with the composition of the model (Fig.02).

Fig.02
As the idea matured, I really needed some specific references for the towel on the head and how its drapery would work. So I took some pictures of a relative of mine doing the exact pose with a towel (Fig.03).

Fig.03
I used the same real-life reference for the towel in the model’s hand (Fig.04).

Fig.04
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This tutorial will briefly describe how I created my blind warrior from a paintingFirst of all, the Painter (Park Jea-Yeon) creates the concept in detail. Why doesn’t he have eyes, How can he live in battle. all of the smaller details can make a realistic character


( 3d adaptation of some great concept art by Park Jae Yeun from Korea.)
Then I moved to Maya. By the way, the picture doesn’t have any side view and front view, so It’s little bit hard to make full figure. so I used a proxy model before I made character. I can think of how tall he is and how defined his muscles will be.

I used reference from various similar people for his face to get a better idea of what he would look like.

the wireframe is fairly low polygon so that I can use Zbrush to add the smaller details, so I only have to think about the models proportion and pose at this stage
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