It's about time for me to stop being lazy and write up a recap on the Motoko Kusanagi sculpt I did from Ghost in the Shell: Arise. The project started out simply as a lunch-break ZBrush doodle and evolved into a sculpture that I felt was worth showing in my portfolio (and now worth writing about). Before I blather on any further I'd like to give a shout out to a couple artists who's work has helped inspire me in a big way. First and foremost Joh-Troy Nickel (AKA Hazardous) and all of his lovely ladies are always a huge inspiration to me whenever I take on a female character model. Also Chris Whitaker (AKA Funkybunnies) who's youtube channel has played a big part in my evolving sculpting technique - especially in the face/mouth area. Finally, check out zbro's fantastic sculpting channel on youtube that has tons of invaluable content. Once I had decided that Motoko was going beyond the "lunchtime scribble" stage, I set a couple goals that I wanted to achieve. For the most part I feel I succeeded. 1 - Create a sculpture that captures a dynamic pose. 2 - Execute a 3d translation of an anime face. 3 - Build a model that could be 3D printed. Unfortunately I have not yet had the opportunity to actually have the model printed. However, keeping these goals in the back of my mind was a big help in keeping me focused on an achievable goal for the character while pushing myself to try and learn some new things. Not only did I further my understanding of form and anatomy (including anime anatomy) but I was able to pick up some new ZBrush techniques and tools as well. Speaking of things I learned to do on this project, here is a download link for the matcap I created for the presentation of the final sculpt.
Once I had completed the sculpt, polished it, rendered it, did post work and finally posted it online for the world to see, I received a message from the incredible and Christophe Desse on ZBrushcentral inquiring if I would be open to a collaboration where he would render my Motoko sculpture using Octane. Of course I happily agreed, sent him my source zbrush files, and about a week or two later, got to see his final results of the render. I'm quite pleased with how it turned out! All in all, it was a fun experience and highlights one of my favorite things about the vibrant online game artist community. That is, the opportunity we have to connect as artists with other people all across the world and work together without ever being in the same physical location is so cool. Yay, the internet wins again.