This took me about a bit longer than a month. I really wanted to study a torso skeleton from a scan rather than traditional simplified bones. It was the hardest sculpt Ive done! Simplified anatomy would have saved my mind but Im stubborn and I finally figured out the odd form changes. I also finally got denoising to work with fine procedural bump. The key was using a .03 noise threshold which requires a lower sample level to keep render times fast.
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Reserved for animations not sure if youtube will show up on here. You may have to click links.
https://youtube.com/shorts/WlYrcGcclLE?si=NUECCQwxr4rLmfwv
A refined spiral animation.
Turnaround of the landmarks
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The work flow I did. Each phase added more detail. And took progressive more time. First one show the scan I worked from. I had to modified the scan since it had arms and legs in an awkward pose. I removed the limbs and bridges the holes left by the removal. The sculpting was done in zbrush but everything else was in blender. I did do some minor tweaks in blender at the end though.
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Blue is the areas closer to the skin, the boney landmarks and red is the limb joints which are ball and socket. Im not 100 percent sure on the landmarks since its sort of hard to find good info on the landmarks.
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It looks extraordinary! Great work Womball.
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Thank you so much!
I featured you on BlenderNation, have a great weekend!
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I appreciate the feature Bart!














