Well, here’s my first attempt at high polygonal count brush based 3d sculpting. Basically that means I’m building the 3d model using tools that are much more like modeling with clay. It was fun and I’m going to start working it more into my work. Click on the picture for a zoom, and click on “more” for a few more making of images.
Here’s how the original basic box shape I started with.
And here’s a shaded version of the nose area after I sculpted it.
I’ve never worked with high poly count models before, as I’ve always been a nurbs and subdivision guy, but I was surprised at how well Maya handled all these polygons once I brought the model back into Maya. You can see how dense the mesh got. I need to start playing around with importing displacement maps into Maya for this, because then it will only be generating these complex meshes at render time.
And here’s the final rendered version again. Anyway, it was a fun exercise, and I plan on doing a lot more brush based sculpting in the future.