Goal: Asian Human Character for Medieval/Dark Ages-based game.

Tools Used: Zbrush 4R5

Character Traits: Emaciated. Starved. Skinny. Unhealthy.

Decided it was time to move on to the Asian-based character. Zbrush is so powerful to be able to take the same model and just use the move tool. This is from the same Nordic/Germanic sculpt. About 2 hours of work to get it to this point. 

Feedback received from indie studio Dragon Slumber says that the neck is a bit thin. If the character is emaciated the skull would remain the same size, but the neck muscles would atrophied leaving nothing but skin and bone. Needless to say I would go ahead and thicken the neck up which they said looks better. Don’t know… may change later.  

Goal: African Human Character for Medieval/Dark Ages-based game.

Tools Used: Zbrush 4R5

Character Traits: Emaciated. Starved. Skinny. Unhealthy.

Decided to move on to the African based character.

This character is an amalgamation of several different references of African male images from google and 3d.sk. 

Mostly just used the move, clay buildup and dam standard brushes. 

Still needs a lot of work. 

Goal: Nordic/Germanic Human Character for Medieval/Dark Ages-based game. 

Tools Used: Zbrush 4R5

Character Traits: Emaciated. Starved. Skinny. Unhealthy. 

Started with the default human ztool in Zbrush and began working towards an emaciated body. Mostly using the move and inflat tools to try to push and pull where it needs it. 

References: Using pictures of POWs and people suffering from anorexia. Very disturbing pictures, but that’s the nature of the business. Sometimes we gotta look at things that make us feel uncomfortable to accomplish the goals we’re trying to reach. Most pictures depict prisoners in a sort of cloth-wrapped undergarment.