After finishing this unit, I was supposed to produce two 3D busts. Additionally, I had to show that I understood the character-based model modelling process, the hand-painted texturing process, the hard surface asset modelling process, and the projection texturing process.

ZBrush and Substance Painter were used to texture the main bust and the hard surface models with realistic skin projections and materials of high quality. Additionally, the skull bust closely follows the anatomical form of reality. The model was created by combining ZBrush sculpting and Maya polygon modelling, and the finished result was re-topologized and the production pipeline improved.
SPEEDSCULPT 3D BUST
In addition to the primary 3D bust, I also had to speed sculpt a unique second-head bust. For the speed sculpt submission, I had to submit one speed sculpt bust that has been retopologized with no UV, textures, or skin details. Practising 15-minute head sculpts helped me build muscle memory regarding anatomy, proportions, and speed.​​​​​​​
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