“Punk” is a character inspired from one of the models of 3d.sk. The intention was to make a character aesthetically pleasing, stands out from the rest and has a unique design. After some research I found out that, there were not many models of punk type characters, so I decided to go in that direction. In this article, I will try to explain the process I followed to create the character. I collected as many punk references as possible from the internet, and started out the modeling process. My base mesh was Nick Zuccarello’s free ztool model available in his blogspot http://nickzucc.blogspot.com/. This base mesh is constructed of all quads, and is relatively dense. So, it serves as a good starting point. My work speed is fairly faster in zbrush compared to max. So, I prefer making most of the organic modeling in Zbrush.
One of the most interesting parts of character modelling is sculpting. To flesh out a character I use the clay brush or the claytubes brush most of the time. Somehow, I cannot get around using the standard brush, it seems to be destructive in a certain way, and if used with too much depth, it tends to take away the control from the artist. Claytubes brush, on the other hand has an additive way of adding detail. It adds flat details to a surface, so it works like traditional media. During sculpting, the most important thing to do in my opinion is to keep turning the model and viewing it from all directions. This is most important during the fleshing out process because; here is where the silhouette and proportions of the character is resolved. Once I was happy with the detail in the character, and it’s overall proportions, I went on to model the character’s attire.
I created a mask for the vest, and used the extract option under the subtool palette, to create a new subtool. I retopologized the extracted subtool, to get a desired polyflow, deleted higher subd levels, and started to sculpt it into a vest. I use the lazy mouse, along with the gravity feature under the brush settings to make a fold flow with gravity.