Big Boss (Metal Gear) Head Sculpt

BIG BOSS HEAD SCULPT (MGSV)


Hey all! This is a Big Boss likeness head model I did from scratch with reference.
The composition of the final render is based partly on the one of Mads Mikkelson in Death Stranding.

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Rendered in: Cycles.
Albedo textures handpainted in: Substance Painter.
Normal Map and Displacement baked in: Blender multires
Roughness handpainted in: Blender with noise texture to drive more random changes.


FINAL RENDERS

Each took roughly 8 minutes.

PROCESS SHOTS

The sculpt went through multiple phases. Here are some renders of the different phases.


This is the earliest phase of the model that I have renders of. The normal map had just been baked in and I was checking out different basic materials.



This is the next part where I had just done the albedo textures in Blender. Eyepatch was a placeholder and would later be refined and retextured.


Right about here I’ve already added the roughness maps and I’m working on the hair. Things are starting to take shape.


Almost done! This part of the process is making minor tweaks to the sculpt and elongating the forehead a bit. Before this, let’s just refer to the short forehead version as Neanderthal Snake. lol

After all this, we’re finally back where we left off, with just a few more minor edits later!


Software used:

Blender
Substance Painter

Addons used:

Retopoflow by CG Cookie (used for retopology)
Sculptor’s Toolbox by Jim Morren (used for painting skin normals and displacement)
Eye Generator By Cesar Salcedo (used for eye textures)

Notes: The only part which was exclusively textured in PBR using Substance was the eyepatch.

4 Likes

Pretty cool to see the transformation take place

1 Like

Took quite a few iterations, but I think it progressed nicely to what I was aiming for.