Making of: The Joker by minastris

Published on: 10-01-2008 | Views: 15463

Info

On this project I used maya for the base model, zbrush for details, Photoshop for texturing and matte painting, shave and haircut for the hair and mentalray for rendering.

Inspiration

When I first saw the dark knight movie posters I really liked them - especially one of them. I decided to try to do something similar, just for fun, but I didn’t want my character to look like Heath Ledger; I wanted to do something that was similar, but still original.

Modeling

I started the base modeling with the head area. I didn’t use any model sheets or reference images and I tried a different method. I usually do use model sheets and start with a poly cube and extruding faces, adding resolution step by step. But for this one I started with a poly face and extruding edges. Once I finished the head I decided that the method was quite convenient, so I decided to model the rest of the character the same way. I took a generic male model, which I found in a gnomon training DVD, and I made it live, so that I could use it as a reference for extruding edges. At the end I had to make some modifications because the reference model was too muscular and I didn’t want the joker to look like some kind of body builder

One thing to point out is that I wish that I had used a model sheet for the face at least. The reason for this is that - it may not be obvious in my poster - but the eyes are too close together and using a model sheet would have eradicated that problem.Once I finished the base modeling and uv mapping I did a quick smooth bind, posed my character and exported everything to zbrush.

Details

I imported the head model into zbrush and appended the rest of the model as sub tools. When I start sculpting in zbrush I always try to focus on the overall picture and gestures first; I do not worry about all the minor adjustments and surface details until I’m satisfied with the general appearance. Most of the time I attend to rely on bump maps, as opposed to creating high frequency details in zbrush. The only area that I did use high frequency details on was the face. 

I spent less time on sculpting the trousers than the rest of the model because, based on the lighting that I had in mind, I knew that it was going to be almost black in the final image. Once I was finished with the sculpting I exported every piece with a normal map. The mesh that brought to maya was 148712 polygons.

Texturing

Texture painting seems to be the most time consuming part for me. I often rely on photoshop and I use zbrush for refining seems - using the projection master. Sometimes I use zbrush for creating what I call a "guide map" for some areas that are hard to recognize in photoshop. For instance, when I’m texturing a face in photoshop, it’s kind of hard to say where exactly the textures for the lips or the eyes, or a certain wrinkle on the skin should be, and that’s where the guide map may be useful. I know that there are several techniques for that problem, but that’s what I’m comfortable with and I believe that, whatever workflow you like - as long as it gives you neat results and doesn’t take too much time - is ok.

The face was one of the areas that I spent more time on and it was the only area for which I used photos for the texture painting. For the rest of this character I painted textures using different photoshop techniques and, of course, lots of dirt masks and different brushes.

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